﻿// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("ITALIAN")

#ifdef PRECOMPILEDHEADERS
	#include "Utils All.h"
#else
	#include "Language Defines.h"
	#if defined( ITALIAN )
		#include "text.h"
		#include "Fileman.h"
		#include "Scheduling.h"
		#include "EditorMercs.h"
		#include "Item Statistics.h"
		#include "Encyclopedia.h"
	#endif
#endif

//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_ItalianText_public_symbol(void){;}

#ifdef ITALIAN

/*

******************************************************************************************************
**                                  IMPORTANT TRANSLATION NOTES                                     **
******************************************************************************************************

GENERAL INSTRUCTIONS
- Always be aware that foreign strings should be of equal or shorter length than the English equivalent.  
	I know that this is difficult to do on many occasions due to the nature of foreign languages when 
	compared to English.  By doing so, this will greatly reduce the amount of work on both sides.  In 
	most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word.  
	The general rule is if the string is very short (less than 10 characters), then it's short because of 
	interface limitations.  On the other hand, full sentences commonly have little limitations for length.  
	Strings in between are a little dicey.
- Never translate a string to appear on multiple lines.  All strings L"This is a really long string...", 
	must fit on a single line no matter how long the string is.  All strings start with L" and end with ",
- Never remove any extra spaces in strings.  In addition, all strings containing multiple sentences only 
	have one space after a period, which is different than standard typing convention.  Never modify sections 
	of strings contain combinations of % characters.  These are special format characters and are always 
	used in conjunction with other characters.  For example, %s means string, and is commonly used for names,
	locations, items, etc.  %d is used for numbers.  %c%d is a character and a number (such as A9).  
	%% is how a single % character is built.  There are countless types, but strings containing these 
	special characters are usually commented to explain what they mean.  If it isn't commented, then 
	if you can't figure out the context, then feel free to ask SirTech.
- Comments are always started with // Anything following these two characters on the same line are 
	considered to be comments.  Do not translate comments.  Comments are always applied to the following 
	string(s) on the next line(s), unless the comment is on the same line as a string.  
- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation.  By searching 
	for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions.
  Commonly, these types of comments will be used to ask you to abbreviate a string.  Please leave the 
	comments intact, and SirTech will remove them once the translation for that particular area is resolved.
- If you have a problem or question with translating certain strings, please use "//!!! comment" 
	(without the quotes).  The syntax is important, and should be identical to the comments used with @@@ 
	symbols.  SirTech will search for !!! to look for your problems and questions.  This is a more 
	efficient method than detailing questions in email, so try to do this whenever possible.


	
FAST HELP TEXT -- Explains how the syntax of fast help text works.
**************

1) BOLDED LETTERS
	The popup help text system supports special characters to specify the hot key(s) for a button.  
	Anytime you see a '|' symbol within the help text string, that means the following key is assigned
	to activate the action which is usually a button.  

	EX:  L"|Map Screen" 

	This means the 'M' is the hotkey.  In the game, when somebody hits the 'M' key, it activates that
	button.  When translating the text to another language, it is best to attempt to choose a word that
	uses 'M'.  If you can't always find a match, then the best thing to do is append the 'M' at the end
	of the string in this format:

	EX:  L"Ecran De Carte (|M)"  (this is the French translation)

	Other examples are used multiple times, like the Esc key  or "|E|s|c" or Space -> (|S|p|a|c|e)

2) NEWLINE
  Any place you see a \n within the string, you are looking at another string that is part of the fast help
	text system.  \n notation doesn't need to be precisely placed within that string, but whereever you wish 
	to start a new line. 

	EX:  L"Clears all the mercs' positions,\nand allows you to re-enter them manually." 

	Would appear as:

				Clears all the mercs' positions,
				and allows you to re-enter them manually.

	NOTE:  It is important that you don't pad the characters adjacent to the \n with spaces.  If we did this
	       in the above example, we would see

	WRONG WAY -- spaces before and after the \n
	EX:  L"Clears all the mercs' positions, \n and allows you to re-enter them manually." 

	Would appear as: (the second line is moved in a character)
		
				Clears all the mercs' positions,
 				 and allows you to re-enter them manually.


@@@ NOTATION
************

	Throughout the text files, you'll find an assortment of comments.  Comments are used to describe the
	text to make translation easier, but comments don't need to be translated.  A good thing is to search for
	"@@@" after receiving new version of the text file, and address the special notes in this manner.  

!!! NOTATION
************

	As described above, the "!!!" notation should be used by you to ask questions and address problems as
	SirTech uses the "@@@" notation.

*/

CHAR16	XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = 
{
	L"",
};
//Encyclopedia

STR16 pMenuStrings[] =
{
	//Encyclopedia
	L"Locations", // 0
	L"Characters",
	L"Items",
	L"Quests",
	L"Menu 5",
	L"Menu 6", //5
	L"Menu 7", 
	L"Menu 8",
	L"Menu 9",
	L"Menu 10",
	L"Menu 11", //10
	L"Menu 12",
	L"Menu 13",
	L"Menu 14",
	L"Menu 15",
	L"Menu 15", // 15
	
	//Briefing Room
	L"Exit",
};

STR16	pOtherButtonsText[] =
{
	L"Briefing", 
	L"Accept",
};

STR16	pOtherButtonsHelpText[] =
{
	L"Briefing",
	L"Accept missions",
};


STR16	pLocationPageText[] =
{
	L"Prev page",
	L"Photo", 
	L"Next page",
};

STR16	pSectorPageText[] =
{
	L"<<",
	L"Main page",
	L">>",
	L"Type: ",
	L"Empty data",
	L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};

STR16	pEncyclopediaTypeText[] = 
{
	L"Unknown",// 0 - unknown
	L"City", //1 - cities
	L"SAM Site", //2 - SAM Site
	L"Other location", //3 - other location
	L"Mines", //4 - mines 
	L"Military complex", //5 - military complex 
	L"Laboratory complex",  //6 - laboratory complex 
	L"Factory complex", //7 - factory complex 
	L"Hospital", //8 - hospital 
	L"Prison", //9 - prison
    L"Airport", //10 - air port 
};

STR16	pEncyclopediaHelpCharacterText[] = 
{
	L"Show all",
	L"Show AIM",
	L"Show MERC",
	L"Show RPC",
	L"Show NPC",
	L"Show Pojazd",
	L"Show IMP",
	L"Show EPC",
	L"Filter",
};

STR16	pEncyclopediaShortCharacterText[] = 
{
	L"All",
	L"AIM",
	L"MERC",
	L"RPC",
	L"NPC",
	L"Veh.",
	L"IMP",
	L"EPC",
	L"Filter",
};

STR16	pEncyclopediaHelpText[] = 
{
	L"Show all",
	L"Show cities",
	L"Show SAM Sites",
	L"Show other location",
	L"Show mines",
	L"Show military complex",
	L"Show laboratory complex",
	L"Show Factory complex",
	L"Show hospital",
	L"Show prison",
	L"Show air port",
};

STR16	pEncyclopediaSkrotyText[] = 
{
	L"All",
	L"City",
	L"SAM",
	L"Other",
	L"Mine",
	L"Mil.",
	L"Lab.",
	L"Fact.",
	L"Hosp.",
	L"Prison",
	L"Air.",
};

STR16	pEncyclopediaShortInventoryText[] = 
{
	L"All", //0
	L"Gun",
	L"Ammo",
	L"LBE",
	L"Misc",
	
	L"All", //5
	L"Gun",
	L"Ammo",
	L"LBE Gear",
	L"Misc",
};

STR16			BoxFilter[] =
{
	// Guns
	L"Heavy",
	L"Pistol",
	L"M. Pist.",
	L"SMG",
	L"Rifle",
	L"S. Rifle",
	L"A. Rifle",
	L"MG",
	L"Shotgun",

	// Ammo
	L"Pistol",
	L"M. Pist.", //10
	L"SMG",
	L"Rifle",
	L"S. Rifle",
	L"A. Rifle",
	L"MG",
	L"Shotgun",

	// Used
	L"Guns",
	L"Armor",
	L"LBE Gear",
	L"Misc", //20

	// Armour
	L"Helmets",
	L"Vests",
	L"Leggings",
	L"Plates",

	// Misc
	L"Blades",
	L"Th. Knife",
	L"Melee",
	L"Grenades",
	L"Bombs",
	L"Med.", //30
	L"Kits",
	L"Face",
	L"LBE",
	L"Misc.", //34
};
//-----------

// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
{
	L"Delete",
};

STR16 FaceDirs[8] = 
{ 
	L"north",
	L"northeast",
	L"east",
	L"southeast",
	L"south",
	L"southwest",
	L"west",
	L"northwest"
};

STR16 iEditorMercsToolbarText[] = 
{
 L"Toggle viewing of players", //0
 L"Toggle viewing of enemies",
 L"Toggle viewing of creatures",
 L"Toggle viewing of rebels",
 L"Toggle viewing of civilians",
 
 L"Player",
 L"Enemy",
 L"Creature",
 L"Rebels",
 L"Civilian",
 
 L"DETAILED PLACEMENT", //10
 L"General information mode",
 L"Physical appearance mode",
 L"Attributes mode",
 L"Inventory mode",
 L"Profile ID mode",
 L"Schedule mode",
 L"Schedule mode",
 L"DELETE",
 L"Delete currently selected merc (DEL).",
 L"NEXT", //20
 L"Find next merc (SPACE).",
 L"Toggle priority existance",
 L"Toggle whether or not placement has/naccess to all doors.",
 
 //Orders
 L"STATIONARY",
 L"ON GUARD",
 L"ON CALL",
 L"SEEK ENEMY",
 L"CLOSE PATROL",
 L"FAR PATROL",
 L"POINT PATROL", //30
 L"RND PT PATROL",
 
 //Attitudes
 L"DEFENSIVE",
 L"BRAVE SOLO",
 L"BRAVE AID",
 L"AGGRESSIVE",
 L"CUNNING SOLO",
 L"CUNNING AID",
 
 L"Set merc to face %s",
 
 L"Find",
 L"BAD", //40
 L"POOR",
 L"AVERAGE",
 L"GOOD",
 L"GREAT",
 
 L"BAD",
 L"POOR",
 L"AVERAGE",
 L"GOOD",
 L"GREAT",
 
 L"Previous color set", //50
 L"Next color set",
 
 L"Previous body type",
 L"Next body type",
 
 L"Toggle time variance (+ or - 15 minutes)",
 L"Toggle time variance (+ or - 15 minutes)",
 L"Toggle time variance (+ or - 15 minutes)",
 L"Toggle time variance (+ or - 15 minutes)",
 
 L"No action",
 L"No action",
 L"No action", //60
 L"No action",
 
 L"Clear Schedule",
 
 L"Find selected merc",
};

STR16 iEditorBuildingsToolbarText[] =
{
	L"ROOFS",  //0
	L"WALLS",
	L"ROOM INFO",

	L"Place walls using selection method",
	L"Place doors using selection method",
	L"Place roofs using selection method",
	L"Place windows using selection method",
	L"Place damaged walls using selection method.",
	L"Place furniture using selection method",
	L"Place wall decals using selection method",
	L"Place floors using selection method", //10
	L"Place generic furniture using selection method",
	L"Place walls using smart method",
	L"Place doors using smart method",
	L"Place windows using smart method",
	L"Place damaged walls using smart method",
	L"Lock or trap existing doors",

	L"Add a new room",
	L"Edit cave walls.",
	L"Remove an area from existing building.",
	L"Remove a building", //20
	L"Add/replace building's roof with new flat roof.",
	L"Copy a building",
	L"Move a building",
	L"Draw room number",
	L"Erase room numbers",

	L"Toggle erase mode",
	L"Undo last change",
	L"Cycle brush size",

};

STR16 iEditorItemsToolbarText[] =
{
	L"Weapons", //0
	L"Ammo",
	L"Armour",
	L"LBE",
	L"Exp",
	L"E1",
	L"E2",
	L"E3",
	L"Triggers",
	L"Keys",
};

STR16 iEditorMapInfoToolbarText[] =
{
	L"Add ambient light source", //0
	L"Toggle fake ambient lights.",
	L"Add exit grids (r-clk to query existing).",
	L"Cycle brush size",
	L"Undo last change",
	L"Toggle erase mode",
	L"Specify north point for validation purposes.",
	L"Specify west point for validation purposes.",
	L"Specify east point for validation purposes.",
	L"Specify south point for validation purposes.",
	L"Specify center point for validation purposes.", //10
	L"Specify isolated point for validation purposes.",
};

STR16 iEditorOptionsToolbarText[]=
{
	L"New map",  //0
	L"New basement",
	L"New cave level",
	L"Save map",
	L"Load map",
	L"Select tileset",
	L"Leave Editor mode",
	L"Exit game.",
	L"Create radar map",
	L"When checked, the map will be saved in original JA2 map format.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.",
	L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.",
};

STR16 iEditorTerrainToolbarText[] =
{
	L"Draw ground textures", //0
	L"Set map ground textures",
	L"Place banks and cliffs",
	L"Draw roads",
	L"Draw debris",
	L"Place trees & bushes",
	L"Place rocks",
	L"Place barrels & other junk",
	L"Fill area",
	L"Undo last change",
	L"Toggle erase mode", //10
	L"Cycle brush size",
	L"Raise brush density",
	L"Lower brush density",
};

STR16 iEditorTaskbarInternalText[]=
{
	L"Terrain", //0
	L"Buildings",
	L"Items",
	L"Mercs",
	L"Map Info",
	L"Options",
};

//Editor Taskbar Utils.cpp

STR16 iRenderMapEntryPointsAndLightsText[] =
{
	L"North Entry Point", //0
	L"West Entry Point",
	L"East Entry Point",
	L"South Entry Point",
	L"Center Entry Point",
	L"Isolated Entry Point",
	
	L"Prime",
	L"Night",
	L"24Hour",
};

STR16 iBuildTriggerNameText[] =
{
	L"Panic Trigger1", //0
	L"Panic Trigger2",
	L"Panic Trigger3",
	L"Trigger%d",
	 
	L"Pressure Action",
	L"Panic Action1",
	L"Panic Action2",
	L"Panic Action3",
	L"Action%d",
};

STR16 iRenderDoorLockInfoText[]=
{
	L"No Lock ID", //0
	L"Explosion Trap",
	L"Electric Trap",
	L"Siren Trap",
	L"Silent Alarm",
	L"Super Electric Trap", //5
	L"Brothel Siren Trap",
	L"Trap Level %d",
};

STR16 iRenderEditorInfoText[]=
{
	L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0
	L"No map currently loaded.",
	L"File:  %S, Current Tileset:  %s",
	L"Enlarge map on loading",
};
//EditorBuildings.cpp
STR16 iUpdateBuildingsInfoText[] =
{
	L"TOGGLE", //0
	L"VIEWS",
	L"SELECTION METHOD",
	L"SMART METHOD",
	L"BUILDING METHOD",
	L"Room#", //5
};

STR16 iRenderDoorEditingWindowText[] =
{
	L"Editing lock attributes at map index %d.",
	L"Lock ID",
	L"Trap Type",
	L"Trap Level",
	L"Locked",
};

//EditorItems.cpp

STR16 pInitEditorItemsInfoText[] = 
{
	L"Pressure Action", //0
	L"Panic Action1",
	L"Panic Action2",
	L"Panic Action3",
	L"Action%d",
	
	L"Panic Trigger1", //5
	L"Panic Trigger2",
	L"Panic Trigger3",
	L"Trigger%d",
};

STR16 pDisplayItemStatisticsTex[] =
{
	L"Status Info Line 1",
	L"Status Info Line 2",
	L"Status Info Line 3",
	L"Status Info Line 4",
	L"Status Info Line 5",
};

//EditorMapInfo.cpp
STR16 pUpdateMapInfoText[] =
{
	L"R", //0
	L"G",
	L"B",
	
	L"Prime",
	L"Night",
	L"24Hrs", //5

	L"Radius",

	L"Underground",
	L"Light Level",

	L"Outdoors",
	L"Basement", //10
	L"Caves",

	L"Restricted",
	L"Scroll ID",

	L"Destination",
	L"Sector", //15
	L"Destination",
	L"Bsmt. Level",
	L"Dest.",
	L"GridNo",
};
//EditorMercs.cpp
CHAR16 gszScheduleActions[ 11 ][20] =
{
	L"No action",
	L"Lock door",
	L"Unlock door",
	L"Open door",
	L"Close door",
	L"Move to gridno",
	L"Leave sector",
	L"Enter sector",
	L"Stay in sector",
	L"Sleep",
	L"Ignore this!"
};

STR16 zDiffNames[5] = 
{ 
	L"Wimp", 
	L"Easy", 
	L"Average",
	L"Tough", 
	L"Steroid Users Only" 
};

STR16 EditMercStat[12] = 
{ 
	L"Max Health",
	L"Cur Health",
	L"Strength",
	L"Agility",
	L"Dexterity",
	L"Charisma",
	L"Wisdom",
	L"Marksmanship",
	L"Explosives",
	L"Medical",
	L"Scientific",
	L"Exp Level", 
};


STR16 EditMercOrders[8] = 
{ 
	L"Stationary",
	L"On Guard",
	L"Close Patrol",
	L"Far Patrol",
	L"Point Patrol",
	L"On Call",
	L"Seek Enemy", 
	L"Random Point Patrol",
};

STR16 EditMercAttitudes[6] = 
{ 
	L"Defensive",
	L"Brave Loner",
	L"Brave Buddy",
	L"Cunning Loner",
	L"Cunning Buddy",
	L"Aggressive", 
};

STR16 pDisplayEditMercWindowText[] =
{
	L"Merc Name:", //0
	L"Orders:",
	L"Combat Attitude:",
};

STR16 pCreateEditMercWindowText[] = 
{
	L"Merc Colors", //0
	L"Done",
	
	L"Previous merc standing orders",
	L"Next merc standing orders", 
	
	L"Previous merc combat attitude",
	L"Next merc combat attitude",	//5
	
	L"Decrease merc stat",
	L"Increase merc stat",
};

STR16 pDisplayBodyTypeInfoText[] =
{
	L"Random", //0
	L"Reg Male",
	L"Big Male",
	L"Stocky Male",
	L"Reg Female",
	L"NE Tank", //5
	L"NW Tank",
	L"Fat Civilian",
	L"M Civilian",
	L"Miniskirt",
	L"F Civilian", //10
	L"Kid w/ Hat",
	L"Humvee",
	L"Eldorado",
	L"Icecream Truck",
	L"Jeep", //15
	L"Kid Civilian",
	L"Domestic Cow",
	L"Cripple",
	L"Unarmed Robot",
	L"Larvae", //20
	L"Infant",
	L"Yng F Monster",
	L"Yng M Monster",
	L"Adt F Monster",
	L"Adt M Monster", //25
	L"Queen Monster",
	L"Bloodcat",
};

STR16 pUpdateMercsInfoText[] = 
{
	L" --=ORDERS=-- ", //0
	L"--=ATTITUDE=--",
	
	L"RELATIVE",
	L"ATTRIBUTES",
	
	L"RELATIVE",
	L"EQUIPMENT",
			
	L"RELATIVE",
	L"ATTRIBUTES",
	
	L"Army",
	L"Admin",
	L"Elite", //10
	
	L"Exp. Level",
	L"Life",
	L"LifeMax",
	L"Marksmanship",
	L"Strength",
	L"Agility",
	L"Dexterity",
	L"Wisdom",
	L"Leadership",
	L"Explosives", //20
	L"Medical",
	L"Mechanical",
	L"Morale",
	
	L"Hair color:",
	L"Skin color:",
	L"Vest color:",
	L"Pant color:",
	
	L"RANDOM",
	L"RANDOM",
	L"RANDOM", //30
	L"RANDOM",
	
	L"By specifying a profile index, all of the information will be extracted from the profile ",
	L"and override any values that you have edited.  It will also disable the editing features ",
	L"though, you will still be able to view stats, etc.  Pressing ENTER will automatically ",
	L"extract the number you have typed.  A blank field will clear the profile.  The current ",
	L"number of profiles range from 0 to ",
	
	L"Current Profile:  n/a              ",
	L"Current Profile: %s",
	
	L"STATIONARY",
	L"ON CALL", //40
	L"ON GUARD",
	L"SEEK ENEMY",
	L"CLOSE PATROL",
	L"FAR PATROL",
	L"POINT PATROL",
	L"RND PT PATROL",

	L"Action",
	L"Time",
	L"V",
	L"GridNo 1", //50
	L"GridNo 2",
	L"1)",
	L"2)",
	L"3)",
	L"4)",
	
	L"lock",
	L"unlock",
	L"open",
	L"close",
	
	L"Click on the gridno adjacent to the door that you wish to %s.", //60
	L"Click on the gridno where you wish to move after you %s the door.",
	L"Click on the gridno where you wish to move to.",
	L"Click on the gridno where you wish to sleep at.	Person will automatically return to original position after waking up.",
	L" Hit ESC to abort entering this line in the schedule.",
};

CHAR16 pRenderMercStringsText[][100] =
{
	L"Slot #%d",
	L"Patrol orders with no waypoints",
	L"Waypoints with no patrol orders",
};

STR16 pClearCurrentScheduleText[] =
{
	L"No action",
};

STR16 pCopyMercPlacementText[] =
{
	L"Placement not copied because no placement selected.",
	L"Placement copied.",
};

STR16 pPasteMercPlacementText[] = 
{
	L"Placement not pasted as no placement is saved in buffer.",
	L"Placement pasted.",
	L"Placement not pasted as the maximum number of placements for this team is already used.",
};

//editscreen.cpp
STR16 pEditModeShutdownText[] = 
{
	L"Exit editor?",
};

STR16 pHandleKeyboardShortcutsText[] = 
{
	L"Are you sure you wish to remove all lights?", //0
	L"Are you sure you wish to reverse the schedules?",
	L"Are you sure you wish to clear all of the schedules?",
	
	L"Clicked Placement Enabled",
	L"Clicked Placement Disabled",
	
	L"Draw High Ground Enabled", //5
	L"Draw High Ground Disabled",
	
	L"Number of edge points: N=%d E=%d S=%d W=%d",
	
	L"Random Placement Enabled",
	L"Random Placement Disabled",
	
	L"Removing Treetops", //10
	L"Showing Treetops",
	
	L"World Raise Reset",
	
	L"World Raise Set Old",
	L"World Raise Set",
};

STR16 pPerformSelectedActionText[] = 
{
	L"Creating radar map for %S", //0
	
	L"Delete current map and start a new basement level?",
	L"Delete current map and start a new cave level?",
	L"Delete current map and start a new outdoor level?",
	
	L" Wipe out ground textures? ",
};

STR16 pWaitForHelpScreenResponseText[] = 
{
	L"HOME", //0
	L"Toggle fake editor lighting ON/OFF",

	L"INSERT",
	L"Toggle fill mode ON/OFF",

	L"BKSPC",
	L"Undo last change",

	L"DEL",
	L"Quick erase object under mouse cursor",

	L"ESC",
	L"Exit editor",

	L"PGUP/PGDN", //10
	L"Change object to be pasted",

	L"F1",
	L"This help screen",

	L"F10",
	L"Save current map",

	L"F11",
	L"Load map as current",

	L"+/-",
	L"Change shadow darkness by .01",

	L"SHFT +/-",  //20
	L"Change shadow darkness by .05",

	L"0 - 9",
	L"Change map/tileset filename",

	L"b",
	L"Change brush size",

	L"d",
	L"Draw debris",

	L"o",
	L"Draw obstacle",

	L"r", //30
	L"Draw rocks",

	L"t",
	L"Toggle trees display ON/OFF",

	L"g",
	L"Draw ground textures",

	L"w",
	L"Draw building walls",

	L"e",
	L"Toggle erase mode ON/OFF",

	L"h",  //40
	L"Toggle roofs ON/OFF",
};

STR16 pAutoLoadMapText[] =
{
	L"Map data has just been corrupted.  Don't save, don't quit, get Kris!  If he's not here, save the map using a temp filename and document everything you just did, especially your last action!",
	L"Schedule data has just been corrupted.  Don't save, don't quit, get Kris!  If he's not here, save the map using a temp filename and document everything you just did, especially your last action!",
};

STR16 pShowHighGroundText[] =
{
	L"Showing High Ground Markers",
	L"Hiding High Ground Markers",
};

//Item Statistics.cpp
/*
CHAR16 gszActionItemDesc[ 34 ][ 30 ] =	// NUM_ACTIONITEMS = 34
{
	L"Klaxon Mine",
	L"Flare Mine",
	L"Teargas Explosion",
	L"Stun Explosion",
	L"Smoke Explosion",
	L"Mustard Gas",
	L"Land Mine",
	L"Open Door",
	L"Close Door",
	L"3x3 Hidden Pit",
	L"5x5 Hidden Pit",
	L"Small Explosion",
	L"Medium Explosion",
	L"Large Explosion",
	L"Toggle Door",
	L"Toggle Action1s",
	L"Toggle Action2s",
	L"Toggle Action3s",
	L"Toggle Action4s",
	L"Enter Brothel",
	L"Exit Brothel",
	L"Kingpin Alarm",
	L"Sex with Prostitute",
	L"Reveal Room",
	L"Local Alarm",
	L"Global Alarm",
	L"Klaxon Sound",
	L"Unlock door",
	L"Toggle lock",
	L"Untrap door",
	L"Tog pressure items",
	L"Museum alarm",
	L"Bloodcat alarm",
	L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
	L"Toggle hide flag", //0
	L"No item selected.",
	L"Slot available for",
	L"random generation.",
	L"Keys not editable.",
	L"ProfileID of owner",
	L"Item class not implemented.",
	L"Slot locked as empty.",
	L"Status",
	L"Rounds",
	L"Trap Level", //10
	L"Quantity",
	L"Trap Level",
	L"Status",
	L"Trap Level",
	L"Status",
	L"Quantity",
	L"Trap Level",
	L"Dollars",
	L"Status",
	L"Trap Level", //20
	L"Trap Level",
	L"Tolerance",
	L"Alarm Trigger",
	L"Exist Chance",
	L"B",
	L"R",
	L"S",
};

STR16 pSetupGameTypeFlagsText[] =
{
	L"Item appears in both Sci-Fi and Realistic modes. (|B)", //0
	L"Item appears in |Realistic mode only.",
	L"Item appears in |Sci-Fi mode only.",
};

STR16 pSetupGunGUIText[] =
{
	L"SILENCER", //0
	L"SNIPERSCOPE",
	L"LASERSCOPE",
	L"BIPOD",
	L"DUCKBILL",
	L"G-LAUNCHER", //5
};

STR16 pSetupArmourGUIText[] =
{
	L"CERAMIC PLATES", //0
};

STR16 pSetupExplosivesGUIText[] =
{
	L"DETONATOR",
};

STR16 pSetupTriggersGUIText[] =
{
	L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.",
};

//Sector Summary.cpp

STR16 pCreateSummaryWindowText[]=
{
	L"Okay", //0
	L"A",
	L"G",
	L"B1",
	L"B2",
	L"B3", //5
	L"LOAD",
	L"SAVE",
	L"Update",
};

STR16 pRenderSectorInformationText[] =
{
	L"Tileset:  %s", //0
	L"Version Info:  Summary:  1.%02d,  Map:  %1.2f / %02d",
	L"Number of items:  %d", 
	L"Number of lights:  %d",
	L"Number of entry points:  %d",
	
	L"N",
	L"E",
	L"S",
	L"W",
	L"C",
	L"I", //10
	
	L"Number of rooms:  %d",
	L"Total map population:  %d",
	L"Enemies:  %d",
	L"Admins:  %d",
	
	L"(%d detailed, %d profile -- %d have priority existance)",
	L"Troops:  %d",
	
	L"(%d detailed, %d profile -- %d have priority existance)",
	L"Elites:  %d",
	
	L"(%d detailed, %d profile -- %d have priority existance)",
	L"Civilians:  %d",  //20
	
	L"(%d detailed, %d profile -- %d have priority existance)",
	
	L"Humans:  %d",
	L"Cows:  %d",
	L"Bloodcats:  %d",
	
	L"Creatures:  %d",
	
	L"Monsters:  %d",
	L"Bloodcats:  %d",
	
	L"Number of locked and/or trapped doors:  %d",
	L"Locked:  %d",
	L"Trapped:  %d", //30
	L"Locked & Trapped:  %d",
	
	L"Civilians with schedules:  %d",
	
	L"Too many exit grid destinations (more than 4)...",
	L"ExitGrids:  %d (%d with a long distance destination)",
	L"ExitGrids:  none",
	L"ExitGrids:  1 destination using %d exitgrids",
	L"ExitGrids:  2 -- 1) Qty: %d, 2) Qty: %d",
	L"ExitGrids:  3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d",
	L"ExitGrids:  3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d",
	L"Enemy Relative Attributes:  %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40
	L"Enemy Relative Equipment:  %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)",
	L"%d placements have patrol orders without any waypoints defined.",
	L"%d placements have waypoints, but without any patrol orders.",
	L"%d gridnos have questionable room numbers.  Please validate.",
	
};

STR16 pRenderItemDetailsText[] =
{
	L"R",  //0
	L"S",
	L"Enemy",
	
	L"TOO MANY ITEMS TO DISPLAY!",
	
	L"Panic1",
	L"Panic2",
	L"Panic3",
	L"Norm1",
	L"Norm2",
	L"Norm3",
	L"Norm4", //10
	L"Pressure Actions",
	
	L"TOO MANY ITEMS TO DISPLAY!",
	
	L"PRIORITY ENEMY DROPPED ITEMS",
	L"None",
	
	L"TOO MANY ITEMS TO DISPLAY!",
	L"NORMAL ENEMY DROPPED ITEMS",
	L"TOO MANY ITEMS TO DISPLAY!",
	L"None",
	L"TOO MANY ITEMS TO DISPLAY!",
	L"ERROR:  Can't load the items for this map.  Reason unknown.", //20	
};

STR16 pRenderSummaryWindowText[] =
{
	L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0
	L"(NO MAP LOADED).",
	L"You currently have %d outdated maps.",
	L"The more maps that need to be updated, the longer it takes.  It'll take ",
	L"approximately 4 minutes on a P200MMX to analyse 100 maps, so",
	L"depending on your computer, it may vary.",
	L"Do you wish to regenerate info for ALL these maps at this time (y/n)?",
	
	L"There is no sector currently selected.",
	
	L"Entering a temp file name that doesn't follow campaign editor conventions...",
	
	L"You need to either load an existing map or create a new map before being",
	L"able to enter the editor, or you can quit (ESC or Alt+x).", //10

	L", ground level",					
	L", underground level 1",	
	L", underground level 2",	
	L", underground level 3",	
	L", alternate G level",					
	L", alternate B1 level",	
	L", alternate B2 level",	
	L", alternate B3 level",
	
	L"ITEM DETAILS -- sector %s",
	L"Summary Information for sector %s:", //20
	
	L"Summary Information for sector %s",
	L"does not exist.",
	
	L"Summary Information for sector %s",
	L"does not exist.",
	
	L"No information exists for sector %s.",
	
	L"No information exists for sector %s.",
	
	L"FILE:  %s",
	
	L"FILE:  %s",
	
	L"Override READONLY",
	L"Overwrite File", //30
	
	L"You currently have no summary data.  By creating one, you will be able to keep track",
	L"of information pertaining to all of the sectors you edit and save.  The creation process",
	L"will analyse all maps in your \\MAPS directory, and generate a new one.  This could",
	L"take a few minutes depending on how many valid maps you have.  Valid maps are",
	L"maps following the proper naming convention from a1.dat - p16.dat.  Underground maps", 
	L"are signified by appending _b1 to _b3 before the .dat (ex:  a9_b1.dat). ",
	
	L"Do you wish to do this now (y/n)?",
	
	L"No summary info.  Creation denied.",
	
	L"Grid",
	L"Progress", //40
	L"Use Alternate Maps",
	
	L"Summary",
	L"Items",
};

STR16 pUpdateSectorSummaryText[] =
{
	L"Analyzing map:  %s...",
};

STR16 pSummaryLoadMapCallbackText[] =
{
	L"Loading map:  %s",
};

STR16 pReportErrorText[] =
{
	L"Skipping update for %s.  Probably due to tileset conflicts...",
};

STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] =
{
	L"Generating map information",
};

STR16 pSummaryUpdateCallbackText[] =
{
	L"Generating map summary",
};

STR16 pApologizeOverrideAndForceUpdateEverythingText[] =
{
	L"MAJOR VERSION UPDATE",
	L"There are %d maps requiring a major version update.",
	L"Updating all outdated maps",
};

//selectwin.cpp
STR16 pDisplaySelectionWindowGraphicalInformationText[] =
{
	L"%S[%d] is from default tileset %s (%S)",
	L"File:  %S, subindex:  %d (%S)",
	L"Current Tileset:  %s",
};

//Cursor Modes.cpp
STR16 wszSelType[6] = {
 L"Small", 
 L"Medium", 
 L"Large", 
 L"XLarge", 
 L"Width: xx", 
 L"Area" 
 };

//---

// TODO.Translate
CHAR16  gszAimPages[ 6 ][ 20 ] =
{
	L"Page 1/2", //0
	L"Page 2/2",
	
	L"Page 1/3",
	L"Page 2/3",
	L"Page 3/3",
	
	L"Page 1/1", //5
};

// by Jazz: TODO.Translate
CHAR16 zGrod[][500] =
{
	L"Robot", //0    // Robot
};

STR16 pCreditsJA2113[] =
{
	L"@T,{;JA2 v1.13 Development Team",
	L"@T,C144,R134,{;Coding",
	L"@T,C144,R134,{;Graphics and Sounds",
	L"@};(Various other mods!)",
	L"@T,C144,R134,{;Items",
	L"@T,C144,R134,{;Other Contributors",
	L"@};(All other community members who contributed input and feedback!)",
};

CHAR16 ItemNames[MAXITEMS][80] =
{
	L"",
};


CHAR16 ShortItemNames[MAXITEMS][80] =
{
	L"",
};

// Different weapon calibres
// CAWS is Close Assault Weapon System and should probably be left as it is
// NATO is the North Atlantic Treaty Organization
// WP is Warsaw Pact
// cal is an abbreviation for calibre
CHAR16 AmmoCaliber[MAXITEMS][20];// =
//{
//	L"0",
//	L"cal .38",
//	L"9 mm",
//	L"cal .45",
//	L"cal .357",
//	L"cal fisso 12",
//	L"CAW",
//	L"5.45 mm",
//	L"5.56 mm",
//	L"7.62 mm NATO",
//	L"7.62 mm WP",
//	L"4.7 mm",
//	L"5.7 mm",
//	L"Mostro",
//	L"Missile",
//	L"", // dart
//	L"", // flame
//};

// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words.
// 
// Different weapon calibres
// CAWS is Close Assault Weapon System and should probably be left as it is
// NATO is the North Atlantic Treaty Organization
// WP is Warsaw Pact
// cal is an abbreviation for calibre
CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//=
//{
//	L"0",
//	L"cal .38",
//	L"9 mm",
//	L"cal .45",
//	L"cal .357",
//	L"cal fisso 12",
//	L"CAWS",
//	L"5.45 mm",
//	L"5.56 mm",
//	L"7.62 mm N.",
//	L"7.62 mm WP",
//	L"4.7 mm",
//	L"5.7 mm",
//	L"Mostro",
//	L"Missile",
//	L"", // dart
//};


CHAR16 WeaponType[][30] =
{
	L"Altro",
	L"Arma",
	L"Mitragliatrice",
	L"Mitra",
	L"Fucile",
	L"Fucile del cecchino",
	L"Fucile d'assalto",
	L"Mitragliatrice leggera",
	L"Fucile a canne mozze",
};

CHAR16 TeamTurnString[][STRING_LENGTH] =
{
	L"Turno del giocatore", // player's turn
	L"Turno degli avversari",
	L"Turno delle creature",
	L"Turno dell'esercito",
	L"Turno dei civili",
	L"Player_Plan",// planning turn
	L"Client #1",//hayden
	L"Client #2",//hayden
	L"Client #3",//hayden
	L"Client #4",//hayden
};

CHAR16 Message[][STRING_LENGTH] =
{
	L"",

	// In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number.

	L"%s è stato colpito alla testa e perde un punto di saggezza!",
	L"%s è stato colpito alla spalla e perde un punto di destrezza!",
	L"%s è stato colpito al torace e perde un punto di forza!",
	L"%s è stato colpito alle gambe e perde un punto di agilità!",
	L"%s è stato colpito alla testa e perde %d punti di saggezza!",
	L"%s è stato colpito alle palle perde %d punti di destrezza!",
	L"%s è stato colpito al torace e perde %d punti di forza!",
	L"%s è stato colpito alle gambe e perde %d punti di agilità!",
	L"Interrompete!",

	// The first %s is a merc's name, the second is a string from pNoiseVolStr,
	// the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr

	L"", //OBSOLETE
	L"I vostri rinforzi sono arrivati!",

	// In the following four lines, all %s's are merc names

	L"%s ricarica.",
	L"%s non ha abbastanza Punti Azione!",
	L"%s ricorre al pronto soccorso. (Premete un tasto per annullare.)",
	L"%s e %s ricorrono al pronto soccorso. (Premete un tasto per annullare.)",
	// the following 17 strings are used to create lists of gun advantages and disadvantages
	// (separated by commas)
	L"affidabile",
	L"non affidabile",
	L"facile da riparare",
	L"difficile da riparare",
	L"danno grave",
	L"danno lieve",
	L"fuoco veloce",
	L"fuoco",
	L"raggio lungo",
	L"raggio corto",
	L"leggero",
	L"pesante",
	L"piccolo",
	L"fuoco a raffica",
	L"niente raffiche",
	L"grande deposito d'armi",
	L"piccolo deposito d'armi",

	// In the following two lines, all %s's are merc names

	L"Il travestimento di %s è stato scoperto.",
	L"Il travestimento di %s è stato scoperto.",

	// The first %s is a merc name and the second %s is an item name

	L"La seconda arma è priva di munizioni!",
	L"%s ha rubato il %s.",

	// The %s is a merc name

	L"L'arma di %s non può più sparare a raffica.",

	L"Ne avete appena ricevuto uno di quelli attaccati.",
	L"Volete combinare gli oggetti?", 

	// Both %s's are item names

	L"Non potete attaccare %s a un %s.",

	L"Nessuno",
	L"Espelli munizioni",
	L"Attaccare",
	
	//You cannot use "item(s)" and your "other item" at the same time.
	//Ex:  You cannot use sun goggles and you gas mask at the same time.
	L"Non potete usare %s e il vostro %s contemporaneamente.",

	L"L'oggetto puntato dal vostro cursore può essere combinato ad alcuni oggetti ponendolo in uno dei quattro slot predisposti.",
	L"L'oggetto puntato dal vostro cursore può essere combinato ad alcuni oggetti ponendolo in uno dei quattro slot predisposti. (Comunque, in questo caso, l'oggetto non è compatibile.)",
	L"Il settore non è libero da nemici!",
	L"Vi dovete ancora dare %s %s", 
	L"%s è stato colpito alla testa!",
	L"Abbandonate la battaglia?",
	L"Questo attaco sarà definitivo. Andate avanti?",
	L"%s si sente molto rinvigorito!",
	L"%s ha dormito di sasso!",
	L"%s non è riuscito a catturare il %s!",
	L"%s ha riparato il %s",
	L"Interrompete per ",
	L"Vi arrendete?",
	L"Questa persona rifiuta il vostro aiuto.",
	L"NON sono d'accordo!",
    L"Per viaggiare sull'elicottero di Skyrider, dovrete innanzitutto ASSEGNARE mercenari al VEICOLO/ELICOTTERO.",
	L"solo %s aveva abbastanza tempo per ricaricare UNA pistola",
	L"Turno dei Bloodcat",
	L"automatic",
	L"no full auto",
	L"The enemy has no more items to steal!",
	L"The enemy has no item in its hand!",
// TODO.Translate
	L"%s's desert camouflage has worn off.",
	L"%s's desert camouflage has washed off.",
	
	L"%s's wood camouflage has worn off.",
	L"%s's wood camouflage has washed off.",
	
	L"%s's urban camouflage urban has worn off.",
	L"%s's urban camouflage urban has washed off.",
	
	L"%s's snow camouflage snow has worn off.",
	L"%s's snow camouflage has washed off.",

	L"You cannot attach %s to this slot.",
	L"The %s will not fit in any open slots.",
};


// the names of the towns in the game

CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] =
{
	L"",
	L"Omerta",
	L"Drassen",
	L"Alma",
	L"Grumm",
	L"Tixa",
	L"Cambria",
	L"San Mona",
	L"Estoni",
	L"Orta",
	L"Balime",
	L"Meduna",
	L"Chitzena",
};

// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc.
// min is an abbreviation for minutes

STR16 sTimeStrings[] =
{
	L"Fermo",
	L"Normale",
	L"5 min",
	L"30 min",
	L"60 min",
	L"6 ore", 
};


// Assignment Strings: what assignment does the merc  have right now? For example, are they on a squad, training, 
// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be.

STR16 pAssignmentStrings[] =
{
	L"Squad. 1",
	L"Squad. 2",
	L"Squad. 3",
	L"Squad. 4",
	L"Squad. 5",
	L"Squad. 6",
	L"Squad. 7",
	L"Squad. 8",
	L"Squad. 9",
	L"Squad. 10",
	L"Squad. 11",
	L"Squad. 12",
	L"Squad. 13",
	L"Squad. 14",
	L"Squad. 15",
	L"Squad. 16",
	L"Squad. 17",
	L"Squad. 18",
	L"Squad. 19",
	L"Squad. 20",
	L"Servizio", // on active duty
	L"Dottore", // administering medical aid
	L"Paziente", // getting medical aid
	L"Veicolo", // in a vehicle
	L"Transito", // in transit - abbreviated form
	L"Riparare", // repairing
	L"Esercit.", // training themselves  
  L"Esercit.", // training a town to revolt 
	L"M.Militia", //training moving militia units		// TODO.Translate
	L"Istrutt.", // training a teammate
	L"Studente", // being trained by someone else 
	L"Staff", // operating a strategic facility			// TODO.Translate
	L"Rest", // Resting at a facility					// TODO.Translate
	L"Morto", // dead
	L"Incap.", // abbreviation for incapacitated
	L"PDG", // Prisoner of war - captured
	L"Ospedale", // patient in a hospital 
	L"Vuoto",	// Vehicle is empty
};


STR16 pMilitiaString[] =
{
	L"Esercito", // the title of the militia box
	L"Non incaricato", //the number of unassigned militia troops
	L"Non potete ridistribuire reclute, se ci sono nemici nei paraggi!",
	L"Some militia were not assigned to a sector. Would you like to disband them?", // TODO.Translate
};


STR16 pMilitiaButtonString[] =
{
	L"Auto", // auto place the militia troops for the player
	L"Eseguito", // done placing militia troops
	L"Disband", // HEADROCK HAM 3.6: Disband militia	// TODO.Translate
};

STR16 pConditionStrings[] = 
{
	L"Eccellente", //the state of a soldier .. excellent health
	L"Buono", // good health
	L"Discreto", // fair health
	L"Ferito", // wounded health
	L"Stanco", // tired
	L"Grave", // bleeding to death
	L"Svenuto", // knocked out 
	L"Morente", // near death
	L"Morto", // dead
};

STR16 pEpcMenuStrings[] =
{
	L"In servizio", // set merc on active duty
	L"Paziente", // set as a patient to receive medical aid
	L"Veicolo", // tell merc to enter vehicle
	L"Non scortato", // let the escorted character go off on their own
	L"Cancella", // close this menu
};


// look at pAssignmentString above for comments

STR16 pPersonnelAssignmentStrings[] =
{
	L"Squadra 1",
	L"Squadra 2",
	L"Squadra 3",
	L"Squadra 4",
	L"Squadra 5",
	L"Squadra 6",
	L"Squadra 7",
	L"Squadra 8",
	L"Squadra 9",
	L"Squadra 10",
	L"Squadra 11",
	L"Squadra 12",
	L"Squadra 13",
	L"Squadra 14",
	L"Squadra 15",
	L"Squadra 16",
	L"Squadra 17",
	L"Squadra 18",
	L"Squadra 19",
	L"Squadra 20",
	L"In servizio",
	L"Dottore",
	L"Paziente",
	L"veicolo",
	L"In transito",
	L"Riparare",
	L"Esercitarsi", 
	L"Allenamento Esercito",
	L"Training Mobile Militia",	// TODO.Translate
	L"Allenatore",
	L"Studente",
	L"Facility Staff",			// TODO.Translate
	L"Resting at Facility",		// TODO.Translate
	L"Morto",
	L"Incap.",
	L"PDG",
	L"Ospedale", 
	L"Vuoto",	// Vehicle is empty
};


// refer to above for comments

STR16 pLongAssignmentStrings[] =
{
	L"Squadra 1",
	L"Squadra 2",
	L"Squadra 3",
	L"Squadra 4",
	L"Squadra 5",
	L"Squadra 6",
	L"Squadra 7",
	L"Squadra 8",
	L"Squadra 9",
	L"Squadra 10",
	L"Squadra 11",
	L"Squadra 12",
	L"Squadra 13",
	L"Squadra 14",
	L"Squadra 15",
	L"Squadra 16",
	L"Squadra 17",
	L"Squadra 18",
	L"Squadra 19",
	L"Squadra 20",
	L"In servizio",
	L"Dottore",
	L"Paziente",
	L"Veicolo",
	L"In transito",
	L"Ripara",
	L"Esercitarsi", 
	L"Allenatore esercito",
	L"Train Mobiles",		// TODO.Translate
	L"Allena squadra",
	L"Studente",
	L"Staff Facility",		// TODO.Translate
	L"Rest at Facility",	// TODO.Translate
	L"Morto",
	L"Incap.",
	L"PDG",
	L"Ospedale", // patient in a hospital 
	L"Vuoto",	// Vehicle is empty
};


// the contract options

STR16 pContractStrings[] =
{
	L"Opzioni del contratto:", 
	L"", // a blank line, required
	L"Offri 1 giorno", // offer merc a one day contract extension
	L"Offri 1 settimana", // 1 week
	L"Offri 2 settimane", // 2 week
	L"Termina contratto", // end merc's contract
	L"Annulla", // stop showing this menu
};

STR16 pPOWStrings[] =
{
	L"PDG",  //an acronym for Prisoner of War
	L"??",
};

STR16 pLongAttributeStrings[] =
{
  L"FORZA", 
	L"DESTREZZA",  
	L"AGILITÀ", 
	L"SAGGEZZA", 
	L"MIRA",
	L"PRONTO SOCC.",
	L"MECCANICA",
	L"COMANDO",
	L"ESPLOSIVI",
	L"LIVELLO",
};

STR16 pInvPanelTitleStrings[] =
{
	L"Giubb. A-P", // the armor rating of the merc
	L"Peso", // the weight the merc is carrying
	L"Trav.", // the merc's camouflage rating
	L"Camouflage:",
	L"Protection:",
};

STR16 pShortAttributeStrings[] =
{
	L"Abi", // the abbreviated version of : agility
	L"Des", // dexterity
	L"For", // strength
	L"Com", // leadership
	L"Sag", // wisdom
	L"Liv", // experience level
	L"Tir", // marksmanship skill
	L"Esp", // explosive skill
	L"Mec", // mechanical skill
	L"PS", // medical skill
};


STR16 pUpperLeftMapScreenStrings[] =
{
	L"Compito", // the mercs current assignment 
	L"Accordo", // the contract info about the merc
	L"Salute", // the health level of the current merc
	L"Morale", // the morale of the current merc
	L"Cond.",	// the condition of the current vehicle
	L"Benzina",	// the fuel level of the current vehicle
};

STR16 pTrainingStrings[] =
{
	L"Esercitarsi", // tell merc to train self 
  L"Esercito", // tell merc to train town 
	L"Allenatore", // tell merc to act as trainer
	L"Studente", // tell merc to be train by other 
};

STR16 pGuardMenuStrings[] =
{
	L"Frequenza di fuoco:", // the allowable rate of fire for a merc who is guarding
	L"Fuoco aggressivo", // the merc can be aggressive in their choice of fire rates
	L"Conservare munizioni", // conserve ammo 
	L"Astenersi dal fuoco", // fire only when the merc needs to 
	L"Altre opzioni:", // other options available to merc
	L"Può ritrattare", // merc can retreat
	L"Può cercare rifugio",  // merc is allowed to seek cover
	L"Può assistere compagni di squadra", // merc can assist teammates
	L"Fine", // done with this menu
	L"Annulla", // cancel this menu
};

// This string has the same comments as above, however the * denotes the option has been selected by the player

STR16 pOtherGuardMenuStrings[] =
{
	L"Frequenza di fuoco:",
	L" *Fuoco aggressivo*",
	L" *Conservare munizioni*",
	L" *Astenersi dal fuoco*",
	L"Altre opzioni:",
	L" *Può ritrattare*",
	L" *Può cercare rifugio*",
	L" *Può assistere compagni di squadra*",
	L"Fine",
	L"Annulla",
};

STR16 pAssignMenuStrings[] =
{
	L"In servizio", // merc is on active duty
	L"Dottore", // the merc is acting as a doctor
	L"Paziente", // the merc is receiving medical attention
	L"Veicolo", // the merc is in a vehicle
	L"Ripara", // the merc is repairing items 
	L"Si esercita", // the merc is training
	L"Facility", // the merc is using/staffing a facility	// TODO.Translate
	L"Annulla", // cancel this menu
};

//lal
STR16 pMilitiaControlMenuStrings[] =
{
	L"Attack", // set militia to aggresive
	L"Hold Position", // set militia to stationary
	L"Retreat", // retreat militia
	L"Come to me", // retreat militia
	L"Get down", // retreat militia	
	L"Take cover",
	L"All: Attack", 
	L"All: Hold Position",
	L"All: Retreat",
	L"All: Come to me",
	L"All: Spread out",
	L"All: Get down",
	L"All: Take cover",
	//L"All: Find items",
	L"Cancel", // cancel this menu
};

//STR16 pTalkToAllMenuStrings[] =
//{
//	L"Attack", // set militia to aggresive
//	L"Hold Position", // set militia to stationary
//	L"Retreat", // retreat militia
//	L"Come to me", // retreat militia
//	L"Get down", // retreat militia		 
//	L"Cancel", // cancel this menu
//};

STR16 pRemoveMercStrings[] =
{
	L"Rimuovi Mercenario", // remove dead merc from current team
	L"Annulla",
};

STR16 pAttributeMenuStrings[] =
{
	L"Forza",
	L"Destrezza",
	L"Agilità",
	L"Salute",
	L"Mira",
	L"Pronto socc.",
	L"Meccanica",
	L"Comando",
	L"Esplosivi",
	L"Annulla",
};

STR16 pTrainingMenuStrings[] =
{
 L"Allenati", // train yourself 
 L"Esercito", // train the town 
 L"Mobile Militia",		// TODO.Translate
 L"Allenatore", // train your teammates 
 L"Studente",  // be trained by an instructor 
 L"Annulla", // cancel this menu
};


STR16 pSquadMenuStrings[] =
{
	L"Squadra  1",
	L"Squadra  2",
	L"Squadra  3",
	L"Squadra  4",
	L"Squadra  5",
	L"Squadra  6",
	L"Squadra  7",
	L"Squadra  8",
	L"Squadra  9",
	L"Squadra 10",
	L"Squadra 11",
	L"Squadra 12",
	L"Squadra 13",
	L"Squadra 14",
	L"Squadra 15",
	L"Squadra 16",
	L"Squadra 17",
	L"Squadra 18",
	L"Squadra 19",
	L"Squadra 20",
	L"Annulla",
};

STR16 pPersonnelTitle[] =
{
	L"Personale", // the title for the personnel screen/program application
};

STR16 pPersonnelScreenStrings[] =
{
	L"Salute: ", // health of merc
	L"Agilità: ", 
	L"Destrezza: ",
	L"Forza: ",
	L"Comando: ",
	L"Saggezza: ",
	L"Liv. esp.: ", // experience level
	L"Mira: ", 
	L"Meccanica: ",
	L"Esplosivi: ",
	L"Pronto socc.: ",
	L"Deposito med.: ", // amount of medical deposit put down on the merc
	L"Contratto in corso: ", // cost of current contract
	L"Uccisi: ", // number of kills by merc
	L"Assistiti: ", // number of assists on kills by merc
	L"Costo giornaliero:", // daily cost of merc
	L"Tot. costo fino a oggi:", // total cost of merc
	L"Contratto:", // cost of current contract
	L"Tot. servizio fino a oggi:", // total service rendered by merc
	L"Salario arretrato:", // amount left on MERC merc to be paid
	L"Percentuale di colpi:", // percentage of shots that hit target
	L"Battaglie:", // number of battles fought
	L"Numero ferite:", // number of times merc has been wounded
	L"Destrezza:",
	L"Nessuna abilità",
	L"Achievements:", // added by SANDRO
};

// SANDRO - helptexts for merc records
STR16 pPersonnelRecordsHelpTexts[] =
{
	L"Elite soldiers: %d\n",
	L"Regular soldiers: %d\n",
	L"Admin soldiers: %d\n",
	L"Hostile groups: %d\n",
	L"Creatures: %d\n",
	L"Tanks: %d\n", 
	L"Others: %d\n",

	L"Mercs: %d\n",
	L"Militia: %d\n",
	L"Others: %d\n",

	L"Shots fired: %d\n",
	L"Missiles fired: %d\n",
	L"Grenades thrown: %d\n",
	L"Knives thrown: %d\n",
	L"Blade attacks: %d\n",
	L"Hand to hand attacks: %d\n",
	L"Successful hits: %d\n",

	L"Locks picked: %d\n",
	L"Locks breached: %d\n",
	L"Traps removed: %d\n",
	L"Explosives detonated: %d\n",
	L"Items repaired: %d\n",
	L"Items combined: %d\n",
	L"Items stolen: %d\n",
	L"Militia trained: %d\n",
	L"Mercs bandaged: %d\n",
	L"Surgeries made: %d\n",
	L"Persons met: %d\n",
	L"Sectors discovered: %d\n",
	L"Ambushes prevented: %d\n",
	L"Quests handled: %d\n",

	L"Tactical battles: %d\n",
	L"Autoresolve battles: %d\n",
	L"Times retreated: %d\n",
	L"Ambushes experienced: %d\n",
	L"Hardest battle: %d Enemies\n",

	L"Shot: %d\n",
	L"Stabbed: %d\n",
	L"Punched: %d\n",
	L"Blasted: %d\n",
	L"Suffered damages in facilities: %d\n",
	L"Surgeries undergone: %d\n",
	L"Facility accidents: %d\n",

	L"Character:",
	L"Weakness:",

	L"Attitudes:",	// WANNE: For old traits display instead of "Character:"!
};


//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h
STR16 gzMercSkillText[] = 
{
	L"Nessuna abilità",
	L"Forzare serrature",
	L"Corpo a corpo",
	L"Elettronica",
	L"Op. notturne",
	L"Lanciare",
	L"Istruire",
	L"Armi pesanti",
	L"Armi automatiche",
	L"Clandestino",
	L"Ambidestro",
	L"Furtività",
	L"Arti marziali",
	L"Coltelli",
	L"Sniper",
	L"Camuffato",
	L"(Esperto)",
};

//////////////////////////////////////////////////////////
// SANDRO - added this
STR16 gzMercSkillTextNew[] = 
{
	// Major traits
	L"No Skill",
	L"Auto Weapons",
	L"Heavy Weapons",
	L"Marksman",
	L"Hunter",
	L"Gunslinger",
	L"Hand to Hand",
	L"Deputy",
	L"Technician",
	L"Paramedic",
	// Minor traits
	L"Ambidextrous",
	L"Melee",
	L"Throwing",
	L"Night Ops",
	L"Stealthy",
	L"Athletics",
	L"Bodybuilding",
	L"Demolitions",
	L"Teaching",
	L"Scouting",
	// second names for major skills
	L"Machinegunner",
	L"Bombardier",
	L"Sniper",
	L"Ranger",
	L"Gunfighter",
	L"Martial Arts",
	L"Squadleader",
	L"Engineer",
	L"Doctor",
	L"More...",
};
//////////////////////////////////////////////////////////

// This is pop up help text for the options that are available to the merc

STR16 pTacticalPopupButtonStrings[] =
{
	L"|Stare fermi/Camminare",
	L"|Accucciarsi/Muoversi accucciato",
	L"Stare fermi/|Correre",
	L"|Prono/Strisciare",
	L"|Guardare",
	L"Agire",
	L"Parlare",
	L"Esaminare (|C|t|r|l)",

	// Pop up door menu
	L"Aprire manualmente",
	L"Esaminare trappole",
	L"Grimaldello",
	L"Forzare",
	L"Liberare da trappole",
	L"Chiudere",
	L"Aprire",
	L"Usare esplosivo per porta",
	L"Usare piede di porco",
	L"Annulla (|E|s|c)",
	L"Chiudere",
};

// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps.

STR16 pDoorTrapStrings[] =
{
	L"Nessuna trappola",
	L"una trappola esplosiva",
	L"una trappola elettrica",
	L"una trappola con sirena",
	L"una trappola con allarme insonoro",
};

// Contract Extension. These are used for the contract extension with AIM mercenaries.

STR16 pContractExtendStrings[] =
{
	L"giorno",
	L"settimana",
	L"due settimane",
};

// On the map screen, there are four columns. This text is popup help text that identifies the individual columns.

STR16 pMapScreenMouseRegionHelpText[] =
{
	L"Selezionare postazioni",
	L"Assegnare mercenario",
	L"Tracciare percorso di viaggio",
	L"Merc |Contratto",
	L"Eliminare mercenario",
	L"Dormire", 
};

// volumes of noises 

STR16 pNoiseVolStr[] =
{
	L"DEBOLE",
	L"DEFINITO",
	L"FORTE",
	L"MOLTO FORTE",
};

// types of noises 

STR16 pNoiseTypeStr[] = // OBSOLETE
{
	L"SCONOSCIUTO",
	L"rumore di MOVIMENTO",
	L"SCRICCHIOLIO",
	L"TONFO IN ACQUA",
	L"IMPATTO",
	L"SPARO",
	L"ESPLOSIONE",
	L"URLA",
	L"IMPATTO",
	L"IMPATTO",
	L"FRASTUONO",
	L"SCHIANTO",
};

// Directions that are used to report noises

STR16 pDirectionStr[] = 
{
	L"il NORD-EST",
	L"il EST",
	L"il SUD-EST",
	L"il SUD",
	L"il SUD-OVEST",
	L"il OVEST",
	L"il NORD-OVEST",
	L"il NORD",
};

// These are the different terrain types. 

STR16 pLandTypeStrings[] =
{
	L"Urbano",
	L"Strada",
	L"Pianure",
	L"Deserto",
	L"Boschi",
	L"Foresta",	 
	L"Palude",
	L"Acqua",	
	L"Colline",
	L"Impervio",
	L"Fiume",	//river from north to south
	L"Fiume",	//river from east to west
	L"Paese straniero",
	//NONE of the following are used for directional travel, just for the sector description.
	L"Tropicale",
	L"Campi",
	L"Pianure, strada",
	L"Boschi, strada",
	L"Fattoria, strada",
	L"Tropicale, strada",
	L"Foresta, strada",
	L"Linea costiera",
	L"Montagna, strada",
	L"Litoraneo, strada",
	L"Deserto, strada",
	L"Palude, strada",
	L"Boschi, postazione SAM",
	L"Deserto, postazione SAM",
	L"Tropicale, postazione SAM",
	L"Meduna, postazione SAM",
	
	//These are descriptions for special sectors
	L"Ospedale di Cambria",
	L"Aeroporto di Drassen",
	L"Aeroporto di Meduna",
	L"Postazione SAM",
	L"Nascondiglio ribelli", //The rebel base underground in sector A10
	L"Prigione sotterranea di Tixa",	//The basement of the Tixa Prison (J9)
	L"Tana della creatura",	//Any mine sector with creatures in it
	L"Cantina di Orta",	//The basement of Orta (K4)
	L"Tunnel",				//The tunnel access from the maze garden in Meduna 
										//leading to the secret shelter underneath the palace
	L"Rifugio",				//The shelter underneath the queen's palace
	L"",							//Unused
};

STR16 gpStrategicString[] =
{
	L"",	//Unused
	L"%s sono stati individuati nel settore %c%d e un'altra squadra sta per arrivare.",	//STR_DETECTED_SINGULAR
	L"%s sono stati individuati nel settore %c%d e un'altra squadra sta per arrivare.",	//STR_DETECTED_PLURAL
	L"Volete coordinare un attacco simultaneo?",													//STR_COORDINATE

	//Dialog strings for enemies.

	L"Il nemico offre la possibilità di arrendervi.",			//STR_ENEMY_SURRENDER_OFFER
	L"Il nemico ha catturato i vostri mercenari sopravvissuti.",	//STR_ENEMY_CAPTURED

	//The text that goes on the autoresolve buttons							

	L"Ritirarsi", 		//The retreat button				//STR_AR_RETREAT_BUTTON
	L"Fine",		//The done button				//STR_AR_DONE_BUTTON

	//The headers are for the autoresolve type (MUST BE UPPERCASE)

	L"DIFENDERE",								//STR_AR_DEFEND_HEADER
	L"ATTACCARE",								//STR_AR_ATTACK_HEADER
	L"INCONTRARE",								//STR_AR_ENCOUNTER_HEADER
	L"settore",		//The Sector A9 part of the header		//STR_AR_SECTOR_HEADER

	//The battle ending conditions						

	L"VITTORIA!",								//STR_AR_OVER_VICTORY
	L"SCONFITTA!",								//STR_AR_OVER_DEFEAT
	L"ARRENDERSI!",							//STR_AR_OVER_SURRENDERED
	L"CATTURATI!",								//STR_AR_OVER_CAPTURED
	L"RITIRARSI!",								//STR_AR_OVER_RETREATED

	//These are the labels for the different types of enemies we fight in autoresolve.

	L"Esercito",							//STR_AR_MILITIA_NAME,
	L"Èlite",								//STR_AR_ELITE_NAME,
	L"Truppa",								//STR_AR_TROOP_NAME,
	L"Amministratore",								//STR_AR_ADMINISTRATOR_NAME,
	L"Creatura",								//STR_AR_CREATURE_NAME,

	//Label for the length of time the battle took

	L"Tempo trascorso",							//STR_AR_TIME_ELAPSED,

	//Labels for status of merc if retreating.  (UPPERCASE)			

	L"RITIRATOSI",								//STR_AR_MERC_RETREATED,
	L"RITIRARSI",								//STR_AR_MERC_RETREATING,
	L"RITIRATA",								//STR_AR_MERC_RETREAT,

	//PRE BATTLE INTERFACE STRINGS 
	//Goes on the three buttons in the prebattle interface.  The Auto resolve button represents
	//a system that automatically resolves the combat for the player without having to do anything.
	//These strings must be short (two lines -- 6-8 chars per line)

	L"Esito",							//STR_PB_AUTORESOLVE_BTN,
	L"Vai al settore",							//STR_PB_GOTOSECTOR_BTN,
	L"Ritira merc.",							//STR_PB_RETREATMERCS_BTN,

	//The different headers(titles) for the prebattle interface.
	L"SCONTRO NEMICO",							//STR_PB_ENEMYENCOUNTER_HEADER,
	L"INVASIONE NEMICA",							//STR_PB_ENEMYINVASION_HEADER, // 30
	L"IMBOSCATA NEMICA",								//STR_PB_ENEMYAMBUSH_HEADER
	L"INTRUSIONE NEMICA NEL SETTORE",				//STR_PB_ENTERINGENEMYSECTOR_HEADER
	L"ATTACCO DELLE CREATURE",							//STR_PB_CREATUREATTACK_HEADER
	L"IMBOSCATA DEI BLOODCAT",							//STR_PB_BLOODCATAMBUSH_HEADER
	L"INTRUSIONE NELLA TANA BLOODCAT",			//STR_PB_ENTERINGBLOODCATLAIR_HEADER

	//Various single words for direct translation.  The Civilians represent the civilian
	//militia occupying the sector being attacked.  Limited to 9-10 chars

	L"Postazione",
	L"Nemici",
	L"Mercenari",
	L"Esercito",
	L"Creature",
	L"Bloodcat",
	L"Settore",
	L"Nessuno",		//If there are no uninvolved mercs in this fight.
	L"N/A",			//Acronym of Not Applicable
	L"g",			//One letter abbreviation of day
	L"o",			//One letter abbreviation of hour

	//TACTICAL PLACEMENT USER INTERFACE STRINGS
	//The four buttons 

	L"Sgombro",
	L"Sparsi",
	L"In gruppo",
	L"Fine",

	//The help text for the four buttons.  Use \n to denote new line (just like enter).

	L"|Mostra chiaramente tutte le postazioni dei mercenari, \ne vi permette di rimetterli in gioco manualmente.", 
	L"A caso |sparge i vostri mercenari \nogni volta che lo premerete.",
	L"Vi permette di scegliere dove vorreste |raggruppare i vostri mercenari.",
	L"Cliccate su questo pulsante quando avrete \nscelto le postazioni dei vostri mercenari. (|I|n|v|i|o)",
	L"Dovete posizionare tutti i vostri mercenari \nprima di iniziare la battaglia.",

	//Various strings (translate word for word)

	L"Settore",
	L"Scegliete le postazioni di intervento",

	//Strings used for various popup message boxes.  Can be as long as desired.

	L"Non sembra così bello qui. È inacessibile. Provate con una diversa postazione.",
	L"Posizionate i vostri mercenari nella sezione illuminata della mappa.",

	//This message is for mercs arriving in sectors.  Ex:  Red has arrived in sector A9.
	//Don't uppercase first character, or add spaces on either end.

	L"è arivato nel settore", 

	//These entries are for button popup help text for the prebattle interface.  All popup help
	//text supports the use of \n to denote new line.  Do not use spaces before or after the \n.
	L"|Automaticamente svolge i combattimenti al vostro posto\nsenza caricare la mappa.",
	L"Non è possibile utilizzare l'opzione di risoluzione automatica quando\nil giocatore sta attaccando.",
	L"|Entrate nel settore per catturare il nemico.",
	L"|Rimandate il gruppo al settore precedente.",				//singular version
	L"|Rimandate tutti i gruppi ai loro settori precedenti.", //multiple groups with same previous sector

	//various popup messages for battle conditions.  

	//%c%d is the sector -- ex:  A9
	L"I nemici attaccano il vostro esercito nel settore %c%d.",
	//%c%d is the sector -- ex:  A9
	L"Le creature attaccano il vostro esercito nel settore %c%d.",
	//1st %d refers to the number of civilians eaten by monsters,  %c%d is the sector -- ex:  A9
	//Note:  the minimum number of civilians eaten will be two.
	L"Le creature attaccano e uccidono %d civili nel settore %s.",
	//%s is the sector location -- ex:  A9: Omerta
	L"I nemici attaccano i vostri mercenari nel settore %s. Nessuno dei vostri mercenari è in grado di combattere!",
	//%s is the sector location -- ex:  A9: Omerta
	L"I nemici attaccano i vostri mercenari nel settore %s. Nessuno dei vostri mercenari è in grado di combattere!",

};

STR16 gpGameClockString[] = 
{
	//This is the day represented in the game clock.  Must be very short, 4 characters max.
	L"Gg",	
};

//When the merc finds a key, they can get a description of it which 
//tells them where and when they found it.
STR16 sKeyDescriptionStrings[2] =
{
	L"Settore trovato:",
	L"Giorno trovato:",
};

//The headers used to describe various weapon statistics.

CHAR16		gWeaponStatsDesc[][ 17 ] =
{
	// HEADROCK: Changed this for Extended Description project
	L"Stato:",
	L"Peso:", 
	L"AP Costs",	
	L"Git:",		// Range
	L"Dan:",		// Damage
	L"Ammontare:", 		// Number of bullets left in a magazine
	L"PA:",			// abbreviation for Action Points
	L"=",
	L"=",
						//Lal: additional strings for tooltips
	L"Accuracy:",	//9
	L"Range:",		//10	
	L"Damage:", 	//11
	L"Weight:",		//12
	L"Stun Damage:",//13
	// HEADROCK: Added new strings for extended description ** REDUNDANT **
	L"Attachments:",	//14	// TODO.Translate
	L"AUTO/5:",		//15
	L"Remaining ammo:",		//16	// TODO.Translate

	// TODO.Translate
	L"Default:",	//17 //WarmSteel - So we can also display default attachments

};

// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16		gzWeaponStatsFasthelp[ 32 ] =
{
	L"Accuracy",
	L"Damage",
	L"Range",
	L"Aiming Levels",
	L"Aiming Modifier",
	L"Average Best Laser Range",
	L"Flash Suppression",
	L"Loudness (Lower is better)",
	L"Reliability",
	L"Repair Ease",
	L"Min. Range for Aiming Bonus",
	L"To-Hit Modifier",
	L"",	//12
	L"APs to ready",
	L"APs to fire Single",
	L"APs to fire Burst",
	L"APs to fire Auto",
	L"APs to Reload",
	L"APs to Reload Manually",
	L"",	//19
	L"Bipod Modifier",
	L"Autofire shots per 5 AP",
	L"Burst/Auto Penalty (Lower is better)",	//22
	L"APs to Throw",
	L"APs to Launch",
	L"APs to Stab",
	L"No Single Shot!",
	L"No Burst Mode!",
	L"No Auto Mode!",
	L"APs to Bash",
	L"Autofire Penalty (Lower is better)",
    L"Burst Penalty (Lower is better)",
};

STR16		gzWeaponStatsFasthelpTactical[ 32 ] =
{
	L"Accuracy",
	L"Damage",
	L"Range",
	L"Aiming Levels",
	L"Aiming Modifier",
	L"Average Best Laser Range",
	L"Flash Suppression",
	L"Loudness (Lower is better)",
	L"Reliability",
	L"Repair Ease",
	L"Min. Range for Aiming Bonus",
	L"To-Hit Modifier",
	L"",	//12
	L"APs to ready",
	L"APs to fire Single",
	L"APs to fire Burst",
	L"APs to fire Auto",
	L"APs to Reload",
	L"APs to Reload Manually",
	L"Burst Penalty (Lower is better)",	//19
	L"Bipod Modifier",
	L"Autofire shots per 5 AP",
	L"Autofire Penalty (Lower is better)",
	L"Burst/Auto Penalty (Lower is better)",	//23
	L"APs to Throw",
	L"APs to Launch",
	L"APs to Stab",
	L"No Single Shot!",
	L"No Burst Mode!",
	L"No Auto Mode!",
	L"APs to Bash",
    L"",
};

STR16		gzMiscItemStatsFasthelp[ 34 ] =
{
	L"Item Size Modifier (Lower is better)", // 0
	L"Reliability Modifier",
	L"Loudness Modifier (Lower is better)",
	L"Hides Muzzle Flash",
	L"Bipod Modifier",
	L"Range Modifier", // 5
	L"To-Hit Modifier",
	L"Best Laser Range",
	L"Aiming Bonus Modifier",
	L"Burst Size Modifier",
	L"Burst Penalty Modifier (Higher is better)", // 10
	L"Auto-Fire Penalty Modifier (Higher is better)",
	L"AP Modifier",
	L"AP to Burst Modifier (Lower is better)",
	L"AP to Auto-Fire Modifier (Lower is better)",
	L"AP to Ready Modifier (Lower is better)", // 15
	L"AP to Reload Modifier (Lower is better)",
	L"Magazine Size Modifier",
	L"AP to Attack Modifier (Lower is better)",
	L"Damage Modifier",
	L"Melee Damage Modifier", // 20
	L"Woodland Camo",
	L"Urban Camo",
	L"Desert Camo",
	L"Snow Camo",
	L"Stealth Modifier", // 25
	L"Hearing Range Modifier",
	L"Vision Range Modifier",
	L"Day Vision Range Modifier",
	L"Night Vision Range Modifier",
	L"Bright Light Vision Range Modifier", //30
	L"Cave Vision Range Modifier",
	L"Tunnel Vision Percentage (Lower is better)",
	L"Minimum Range for Aiming Bonus",
};

// HEADROCK: End new tooltip text

// HEADROCK HAM 4: New condition-based text similar to JA1.
STR16 gConditionDesc[] =
{
	L"In ",
	L"PERFECT",
	L"EXCELLENT",
	L"GOOD",
	L"FAIR",
	L"POOR",
	L"BAD",
	L"TERRIBLE",
	L" condition."
};

//The headers used for the merc's money.

CHAR16 gMoneyStatsDesc[][ 13 ] =
{
	L"Ammontare",
	L"Rimanenti:", //this is the overall balance
	L"Ammontare",
	L"Da separare:", // the amount he wants to separate from the overall balance to get two piles of money

	L"Bilancio",
	L"corrente",
	L"Ammontare",
	L"del prelievo",
};

//The health of various creatures, enemies, characters in the game. The numbers following each are for comment
//only, but represent the precentage of points remaining. 

CHAR16 zHealthStr[][13] =
{
	L"MORENTE",		//	>= 0
	L"CRITICO", 		//	>= 15
	L"DEBOLE",		//	>= 30
	L"FERITO",    	//	>= 45
	L"SANO",    	//	>= 60
	L"FORTE",     	// 	>= 75
  L"ECCELLENTE",		// 	>= 90
};

STR16	gzMoneyAmounts[6] = 
{ 
	L"$1000",
	L"$100",
	L"$10",
	L"Fine",
	L"Separare",
	L"Prelevare",
};

// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." 
CHAR16		gzProsLabel[10] = 
{
	L"Vant.:",
};

CHAR16		gzConsLabel[10] = 
{
	L"Svant.:",
};

//Conversation options a player has when encountering an NPC
CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] =
{
	L"Vuoi ripetere?", 	//meaning "Repeat yourself" 
	L"Amichevole",		//approach in a friendly
	L"Diretto",		//approach directly - let's get down to business
	L"Minaccioso",		//approach threateningly - talk now, or I'll blow your face off
	L"Dai",		
	L"Recluta",
};

//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well.
CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]=
{
	L"Compra/Vendi",
	L"Compra",
	L"Vendi",
	L"Ripara",
};

CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = 
{
	L"Fine",
};


//These are vehicles in the game.

STR16 pVehicleStrings[] =
{
 L"Eldorado",
 L"Hummer", // a hummer jeep/truck -- military vehicle
 L"Icecream Truck",
 L"Jeep",
 L"Carro armato",
 L"Elicottero",
};

STR16 pShortVehicleStrings[] =
{
	L"Eldor.",
	L"Hummer",			// the HMVV
	L"Truck",
	L"Jeep",
	L"Carro",
	L"Eli", 				// the helicopter
};

STR16	zVehicleName[] =
{
	L"Eldorado",
	L"Hummer",		//a military jeep. This is a brand name.
	L"Truck",			// Ice cream truck
	L"Jeep",
	L"Carro",
	L"Eli", 		//an abbreviation for Helicopter
};


//These are messages Used in the Tactical Screen

CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
{
	L"Attacco aereo",
	L"Ricorrete al pronto soccorso automaticamente?",
	
	// CAMFIELD NUKE THIS and add quote #66.
	
	L"%s nota ch egli oggetti mancano dall'equipaggiamento.",
	
	// The %s is a string from pDoorTrapStrings
	
	L"La serratura ha %s", 
	L"Non ci sono serrature",
	L"Vittoria!",
	L"Fallimento",
	L"Vittoria!",
	L"Fallimento",
	L"La serratura non presenta trappole",
	L"Vittoria!",
	// The %s is a merc name
	L"%s non ha la chiave giusta",
	L"La serratura non presenta trappole",
	L"La serratura non presenta trappole",
	L"Serrato",
	L"",
	L"TRAPPOLE",
	L"SERRATO",
	L"APERTO",
	L"FRACASSATO",
	L"C'è un interruttore qui. Lo volete attivare?",
	L"Disattivate le trappole?",
	L"Prec...",
	L"Succ...",
	L"Più...",

	// In the next 2 strings, %s is an item name

	L"Il %s è stato posizionato sul terreno.",
	L"Il %s è stato dato a %s.",

	// In the next 2 strings, %s is a name

	L"%s è stato pagato completamente.",
	L"Bisogna ancora dare %d a %s.",
	L"Scegliete la frequenza di detonazione:",  	//in this case, frequency refers to a radio signal
	L"Quante volte finché la bomba non esploderà:",	//how much time, in turns, until the bomb blows
	L"Stabilite la frequenza remota di detonazione:", 	//in this case, frequency refers to a radio signal
	L"Disattivate le trappole?",
	L"Rimuovete la bandiera blu?",
	L"Mettete qui la bandiera blu?",
	L"Fine del turno",

	// In the next string, %s is a name. Stance refers to way they are standing.

	L"Siete sicuri di volere attaccare %s ?",
	L"Ah, i veicoli non possono cambiare posizione.",
	L"Il robot non può cambiare posizione.",

	// In the next 3 strings, %s is a name

	L"%s non può cambiare posizione.",
	L"%s non sono ricorsi al pronto soccorso qui.",	
	L"%s non ha bisogno del pronto soccorso.",
	L"Non può muoversi là.",
	L"La vostra squadra è al completo. Non c'è spazio per una recluta.",	//there's no room for a recruit on the player's team

	// In the next string, %s is a name

	L"%s è stato reclutato.",

	// Here %s is a name and %d is a number

	L"Bisogna dare %d a $%s.",

	// In the next string, %s is a name

	L"Scortate %s?",

	// In the next string, the first %s is a name and the second %s is an amount of money (including $ sign)

	L"Il salario di %s ammonta a %s per giorno?",

	// This line is used repeatedly to ask player if they wish to participate in a boxing match. 

	L"Volete combattere?",

	// In the next string, the first %s is an item name and the 
	// second %s is an amount of money (including $ sign)

	L"Comprate %s per %s?",

	// In the next string, %s is a name

	L"%s è scortato dalla squadra %d.",

	// These messages are displayed during play to alert the player to a particular situation

	L"INCEPPATA",					//weapon is jammed.
	L"Il robot ha bisogno di munizioni calibro %s.",		//Robot is out of ammo
	L"Cosa? Impossibile.",		//Merc can't throw to the destination he selected

	// These are different buttons that the player can turn on and off.

	L"Modalità furtiva (|Z)",
	L"Schermata della |mappa",
	L"Fine del turno (|D)",
	L"Parlato",
	L"Muto",
	L"Alza (|P|a|g|S|ù)",
	L"Livello della vista (|T|a|b)",
	L"Scala / Salta",
	L"Abbassa (|P|a|g|G|i|ù)",
	L"Esamina (|C|t|r|l)",
	L"Mercenario precedente",
	L"Prossimo mercenario (|S|p|a|z|i|o)",
	L"|Opzioni",
	L"Modalità a raffica (|B)",
	L"Guarda/Gira (|L)",
	L"Salute: %d/%d\nEnergia: %d/%d\nMorale: %s",
	L"Eh?",					//this means "what?" 
	L"Fermo",					//an abbrieviation for "Continued" 
	L"Audio on per %s.",
	L"Audio off per %s.",
	L"Salute: %d/%d\nCarburante: %d/%d",
	L"Uscita veicoli" ,
	L"Cambia squadra (|M|a|i|u|s|c |S|p|a|z|i|o)",
	L"Guida",
	L"N/A",						//this is an acronym for "Not Applicable." 
	L"Usa (Corpo a corpo)",
	L"Usa (Arma da fuoco)",
	L"Usa (Lama)",
	L"Usa (Esplosivo)",
	L"Usa (Kit medico)",
	L"Afferra",
	L"Ricarica",
	L"Dai",
	L"%s è partito.",
	L"%s è arrivato.",
	L"%s ha esaurito i Punti Azione.",
	L"%s non è disponibile.",
	L"%s è tutto bendato.",
	L"%s non è provvisto di bende.",
	L"Nemico nel settore!",
	L"Nessun nemico in vista.",
	L"Punti Azione insufficienti.",
	L"Nessuno sta utilizzando il comando a distanza.",
	L"Il fuoco a raffica ha svuotato il caricatore!",
	L"SOLDATO",
	L"CREPITUS",
	L"ESERCITO",
	L"CIVILE",
	L"Settore di uscita",
	L"OK",
	L"Annulla",
	L"Merc. selezionato",
	L"Tutta la squadra",
	L"Vai nel settore",
	L"Vai alla mappa",
	L"Non puoi uscire dal settore da questa parte.",
	L"%s è troppo lontano.",
	L"Rimuovi le fronde degli alberi",
	L"Mostra le fronde degli alberi",
	L"CORVO",				//Crow, as in the large black bird
	L"COLLO",
	L"TESTA",
	L"TORSO",
	L"GAMBE",
	L"Vuoi dire alla Regina cosa vuole sapere?",
	L"Impronta digitale ID ottenuta",
	L"Impronta digitale ID non valida. Arma non funzionante",
	L"Raggiunto scopo",
	L"Sentiero bloccato",
	L"Deposita/Preleva soldi",		//Help text over the $ button on the Single Merc Panel 
	L"Nessuno ha bisogno del pronto soccorso.",
	L"Bloccato.",											// Short form of JAMMED, for small inv slots
	L"Non può andare là.",					// used ( now ) for when we click on a cliff
	L"Il sentiero è bloccato. Vuoi scambiare le posizioni con questa persona?",
	L"La persona rifiuta di muoversi.",
	// In the following message, '%s' would be replaced with a quantity of money (e.g. $200)
	L"Sei d'accordo a pagare %s?",
	L"Accetti il trattamento medico gratuito?",
	L"Vuoi sposare Daryl?",
	L"Quadro delle chiavi",
	L"Non puoi farlo con un EPC.",
	L"Risparmi Krott?",
	L"Fuori dalla gittata dell'arma",
	L"Minatore",
	L"Il veicolo può viaggiare solo tra i settori",
	L"Non è in grado di fasciarsi da solo ora",
	L"Sentiero bloccato per %s",
//	L"I tuoi mercenari, che erano stati catturati dall'esercito di Deidranna, sono stati imprigionati qui!",
	L"I mercenari catturati dall'esercito di Deidranna, sono stati imprigionati qui!",
	L"Serratura manomessa",
	L"Serratura distrutta",
	L"Qualcun altro sta provando a utilizzare questa porta.",
	L"Salute: %d/%d\nCarburante: %d/%d",
	L"%s non riesce a vedere %s.",  // Cannot see person trying to talk to
	L"Attachment removed",
	L"Non può guadagnare un altro veicolo poichè già avete 2",
};

//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
STR16 pExitingSectorHelpText[] =
{
	//Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked.
	L"Se selezionato, il settore adiacente verrà immediatamente caricato.",
	L"Se selezionato, sarete automaticamente posti nella schermata della mappa\nvisto che i vostri mercenari avranno bisogno di tempo per viaggiare.",

	//If you attempt to leave a sector when you have multiple squads in a hostile sector.
	L"Questo settore è occupato da nemicie non potete lasciare mercenari qui.\nDovete risolvere questa situazione prima di caricare qualsiasi altro settore.",

	//Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. 
	//The helptext explains why it is locked.
	L"Rimuovendo i vostri mercenari da questo settore,\nil settore adiacente verrà immediatamente caricato.",
	L"Rimuovendo i vostri mercenari da questo settore,\nverrete automaticamente postinella schermata della mappa\nvisto che i vostri mercenari avranno bisogno di tempo per viaggiare.",

	//If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted.  The "single" button is disabled.
	L"%s ha bisogno di essere scortato dai vostri mercenari e non può lasciare questo settore da solo.",

	//If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone.
	//There are several strings depending on the gender of the merc and how many EPCs are in the squad.
	//DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES!
	L"%s non può lasciare questo settore da solo, perché sta scortando %s.", //male singular
	L"%s non può lasciare questo settore da solo, perché sta scortando %s.", //female singular
	L"%s non può lasciare questo settore da solo, perché sta scortando altre persone.", //male plural
	L"%s non può lasciare questo settore da solo, perché sta scortando altre persone.", //female plural

	//If one or more of your mercs in the selected squad aren't in range of the traversal area, then the  "move all" option is disabled,
	//and this helptext explains why.
	L"Tutti i vostri personaggi devono trovarsi nei paraggi\nin modo da permettere alla squadra di attraversare.",

	L"", //UNUSED

	//Standard helptext for single movement.  Explains what will happen (splitting the squad)
	L"Se selezionato, %s viaggerà da solo, e\nautomaticamente verrà riassegnato a un'unica squadra.",

	//Standard helptext for all movement.  Explains what will happen (moving the squad)
	L"Se selezionato, la vostra \nsquadra attualmente selezionata viaggerà, lasciando questo settore.",

	//This strings is used BEFORE the "exiting sector" interface is created.  If you have an EPC selected and you attempt to tactically
	//traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the
	//"exiting sector" interface will not appear.  This is just like the situation where
	//This string is special, as it is not used as helptext.  Do not use the special newline character (\n) for this string.
	L"%s è scortato dai vostri mercenari e non può lasciare questo settore da solo. Gli altri vostri mercenari devono trovarsi nelle vicinanze prima che possiate andarvene.",
};



STR16 pRepairStrings[] = 
{
	L"Oggetti", 		// tell merc to repair items in inventory
	L"Sito SAM", 		// tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile
	L"Annulla", 		// cancel this menu
	L"Robot", 		// repair the robot
};


// NOTE: combine prestatbuildstring with statgain to get a line like the example below.
// "John has gained 3 points of marksmanship skill." 

STR16 sPreStatBuildString[] =
{
	L"perduto", 			// the merc has lost a statistic
	L"guadagnato", 		// the merc has gained a statistic
	L"punto di",	// singular
	L"punti di",	// plural
	L"livello di",	// singular
	L"livelli di",	// plural
};

STR16 sStatGainStrings[] =
{
	L"salute.",
	L"agilità.",
	L"destrezza.",
	L"saggezza.",
	L"pronto socc.",
	L"abilità esplosivi.",
	L"abilità meccanica.",
	L"mira.",
	L"esperienza.",
	L"forza.",
	L"comando.",
};


STR16 pHelicopterEtaStrings[] =
{
	L"Distanza totale: ", 			// total distance for helicopter to travel
	L"Sicura: ", 			// distance to travel to destination
	L"Insicura: ", 			// distance to return from destination to airport
	L"Costo totale: ", 		// total cost of trip by helicopter
	L"TPA: ", 			// ETA is an acronym for "estimated time of arrival" 
	L"L'elicottero ha poco carburante e deve atterrare in territorio nemico!",	// warning that the sector the helicopter is going to use for refueling is under enemy control -> 
  L"Passeggeri: ",
  L"Seleziona Skyrider o gli Arrivi Drop-off?",
  L"Skyrider",
  L"Arrivi",
};

STR16 sMapLevelString[] =
{
	L"Sottolivello:", 			// what level below the ground is the player viewing in mapscreen
};

STR16 gsLoyalString[] =
{
	L"Leale", 			// the loyalty rating of a town ie : Loyal 53%
};


// error message for when player is trying to give a merc a travel order while he's underground.

STR16 gsUndergroundString[] =
{
	L"non può portare ordini di viaggio sottoterra.", 
};

STR16 gsTimeStrings[] =
{
	L"h",				// hours abbreviation
	L"m",				// minutes abbreviation
	L"s",				// seconds abbreviation
	L"g",				// days abbreviation
};

// text for the various facilities in the sector

STR16 sFacilitiesStrings[] =
{
	L"Nessuno",
	L"Ospedale",
	L"Factory",	// TODO.Translate
	L"Prigione",
	L"Militare",
	L"Aeroporto",
	L"Frequenza di fuoco",		// a field for soldiers to practise their shooting skills
};

// text for inventory pop up button

STR16 pMapPopUpInventoryText[] =
{
	L"Inventario",
	L"Uscita",
};

// town strings

STR16 pwTownInfoStrings[] =
{
	L"Dimensione",					// 0 // size of the town in sectors
	L"", 						// blank line, required
	L"Controllo", 					// how much of town is controlled
	L"Nessuno", 					// none of this town
	L"Miniera", 				// mine associated with this town
	L"Lealtà",					// 5 // the loyalty level of this town
	L"Addestrato", 					// the forces in the town trained by the player
	L"",
	L"Servizi principali", 				// main facilities in this town
	L"Livello", 					// the training level of civilians in this town
	L"addestramento civili",				// 10 // state of civilian training in town
	L"Esercito", 					// the state of the trained civilians in the town
	L"Mobile Training",			// HEADROCK HAM 3.6: The stat of Mobile militia training in town	// TODO.Translate
};

// Mine strings

STR16 pwMineStrings[] =
{
	L"Miniera",						// 0
	L"Argento",
	L"Oro",
	L"Produzione giornaliera",
	L"Produzione possibile",
	L"Abbandonata",				// 5
	L"Chiudi",
	L"Esci",
	L"Produci",
	L"Stato",
	L"Ammontare produzione",
	L"Tipo di minerale",				// 10
	L"Controllo della città",
	L"Lealtà della città",
//	L"Minatori",
};

// blank sector strings

STR16 pwMiscSectorStrings[] =
{
	L"Forze nemiche",
	L"Settore",
	L"# di oggetti",
	L"Sconosciuto",
	L"Controllato",
	L"Sì",
	L"No",
};

// error strings for inventory

STR16 pMapInventoryErrorString[] =
{
	L"%s non è abbastanza vicino.",	//Merc is in sector with item but not close enough
	L"Non può selezionare quel mercenario.",  //MARK CARTER
	L"%s non si trova nel settore per prendere quell'oggetto.",
	L"Durante il combattimento, dovrete raccogliere gli oggetti manualmente.",
	L"Durante il combattimento, dovrete rilasciare gli oggetti manualmente.",
	L"%s non si trova nel settore per rilasciare quell'oggetto.",
	L"Durante il combattimento, non potete ricaricare con una cassa del ammo.",
};

STR16 pMapInventoryStrings[] =
{
	L"Posizione", 			// sector these items are in
	L"Totale oggetti", 		// total number of items in sector
};


// help text for the user

STR16 pMapScreenFastHelpTextList[] =
{
	L"Per cambiare l'incarico di un mercenario, come, ad esempio, cambiare la squadra, dottore o riparare, cliccate dentro la colonna 'Compito'",
	L"Per assegnare a un mercenario una destinazione in un altro settore, cliccate dentro la colonna 'Dest'",
	L"Una volta che a un mercenario è stato ordinato di procedere, una compressione di tempo gli permetterà di muoversi.",
	L"Cliccando di sinistro, selezionerete il settore. Cliccando di sinistro un'altra volta, darete al mercenario ordini di movimento. Cliccando di destro, darete informazioni sommarie al settore.",
	L"Premete 'h' in questo settore di questa schermata ogni volta che vorrete accedere a questa finestra d'aiuto.",
	L"Test Text",
	L"Test Text",
	L"Test Text",
	L"Test Text",
	L"Non potrete fare molto in questa schermata finché non arriverete ad Arulco. Quando avrete definito la vostra squadra, cliccate sul pulsante Compressione di Tempo in basso a destra. Questo diminuirà il tempo necessario alla vostra squadra per raggiungere Arulco.",
};

// movement menu text

STR16 pMovementMenuStrings[] =
{
	L"Muovere mercenari nel settore", 	// title for movement box 
	L"Rotta spostamento esercito", 		// done with movement menu, start plotting movement
	L"Annulla", 		// cancel this menu
	L"Altro",		// title for group of mercs not on squads nor in vehicles
};


STR16 pUpdateMercStrings[] =
{
	L"Oops:", 			// an error has occured
	L"Scaduto contratto mercenari:", 	// this pop up came up due to a merc contract ending
	L"Portato a termine incarico mercenari:", // this pop up....due to more than one merc finishing assignments
	L"Mercenari di nuovo al lavoro:", // this pop up ....due to more than one merc waking up and returing to work
	L"Mercenari a riposo:", // this pop up ....due to more than one merc being tired and going to sleep
	L"Contratti in scadenza:", 	// this pop up came up due to a merc contract ending
};

// map screen map border buttons help text

STR16 pMapScreenBorderButtonHelpText[] =
{
	L"Mostra città (|w)",
	L"Mostra |miniere",
	L"Mos|tra squadre & nemici",
	L"Mostra spazio |aereo",
	L"Mostra oggett|i",
	L"Mostra esercito & nemici (|Z)",
	L"Show Mobile Militia |Restrictions", // HEADROCK HAM 4: Mobile Restrictions Button // TODO.Translate
};

STR16 pMapScreenInvenButtonHelpText[] =
{
	L"Next (|.)",		// next page // TODO.Translate
	L"Previous (|,)",		// previous page // TODO.Translate
	L"Exit Sector Inventory (|E|s|c)",	// exit sector inventory // TODO.Translate
};

STR16 pMapScreenBottomFastHelp[] =
{
	L"Portati|le",
	L"Tattico (|E|s|c)",
	L"|Opzioni",
	L"Dilata tempo (|+)", 	// time compress more
	L"Comprime tempo (|-)", 	// time compress less
	L"Messaggio precedente (|S|u)\nIndietro (|P|a|g|S|u)", 	// previous message in scrollable list
	L"Messaggio successivo (|G|i|ù)\nAvanti (|P|a|g|G|i|ù)", 	// next message in the scrollable list
	L"Inizia/Ferma tempo (|S|p|a|z|i|o)",	// start/stop time compression
};

STR16 pMapScreenBottomText[] =
{
	L"Bilancio attuale", 	// current balance in player bank account
};

STR16 pMercDeadString[] =
{
	L"%s è morto.",
};


STR16 pDayStrings[] =
{
	L"Giorno",
};

// the list of email sender names

CHAR16 pSenderNameList[500][128] =
{
	L"",
};
/*
{
	L"Enrico",
	L"Psych Pro Inc",
	L"Help Desk",
	L"Psych Pro Inc",
	L"Speck",
	L"R.I.S.",		//5
	L"Barry",
	L"Blood",
	L"Lynx",
	L"Grizzly",
	L"Vicki",			//10
	L"Trevor",
	L"Grunty",
	L"Ivan",
	L"Steroid",
	L"Igor",			//15
	L"Shadow",
	L"Red",
	L"Reaper",
	L"Fidel",
	L"Fox",				//20
	L"Sidney",
	L"Gus",
	L"Buns",
	L"Ice",
	L"Spider",		//25
	L"Cliff",
	L"Bull",
	L"Hitman",
	L"Buzz",
	L"Raider",		//30
	L"Raven",
	L"Static",
	L"Len",
	L"Danny",
	L"Magic",
	L"Stephan",
	L"Scully",
	L"Malice",
	L"Dr.Q",
	L"Nails",
	L"Thor",
	L"Scope",
	L"Wolf",
	L"MD",
	L"Meltdown",
	//----------
	L"Assicurazione M.I.S.",	
	L"Bobby Ray",
	L"Capo",
	L"John Kulba",
	L"A.I.M.",
};
*/

// next/prev strings

STR16 pTraverseStrings[] =
{
  L"Indietro",
  L"Avanti",
};

// new mail notify string 

STR16 pNewMailStrings[] =
{
 L"Avete una nuova E-mail...",
};


// confirm player's intent to delete messages

STR16 pDeleteMailStrings[] =
{
 L"Eliminate l'E-mail?",
 L"Eliminate l'E-mail NON LETTA?",
};


// the sort header strings

STR16 pEmailHeaders[] =
{
	L"Da:",
	L"Sogg.:",
	L"Giorno:",
};

// email titlebar text

STR16 pEmailTitleText[] =
{
	L"posta elettronica",
};


// the financial screen strings
STR16 pFinanceTitle[] =
{
	L"Contabile aggiuntivo",		//the name we made up for the financial program in the game
};

STR16 pFinanceSummary[] =
{
	L"Crediti:", 				// credit (subtract from) to player's account
	L"Debiti:", 				// debit (add to) to player's account
	L"Entrate effettive di ieri:",
	L"Altri depositi di ieri:",
	L"Debiti di ieri:",
	L"Bilancio di fine giornata:",
	L"Entrate effettive di oggi:",
	L"Altri depositi di oggi:",
	L"Debiti di oggi:",
	L"Bilancio attuale:",
	L"Entrate previste:",
	L"Bilancio previsto:", 		// projected balance for player for tommorow
};


// headers to each list in financial screen

STR16 pFinanceHeaders[] =
{
  L"Giorno", 				// the day column
	L"Crediti", 			// the credits column (to ADD money to your account)
	L"Debiti",				// the debits column (to SUBTRACT money from your account)
	L"Transazione", // transaction type - see TransactionText below
	L"Bilancio", 		// balance at this point in time
	L"Pagina", 				// page number
	L"Giorno(i)", 			// the day(s) of transactions this page displays 
};


STR16 pTransactionText[] =
{
	L"Interessi maturati",			// interest the player has accumulated so far
	L"Deposito anonimo",
	L"Tassa di transazione", 
	L"Assunto", 				// Merc was hired
	L"Acquistato da Bobby Ray", 		// Bobby Ray is the name of an arms dealer
	L"Acconti pagati al M.E.R.C.",
	L"Deposito medico per %s", 		// medical deposit for merc
	L"Analisi del profilo I.M.P.", 		// IMP is the acronym for International Mercenary Profiling
	L"Assicurazione acquistata per %s", 
	L"Assicurazione ridotta per %s",
	L"Assicurazione estesa per %s", 				// johnny contract extended
	L"Assicurazione annullata %s", 
	L"Richiesta di assicurazione per %s", 		// insurance claim for merc
	L"1 giorno", 				// merc's contract extended for a day
	L"1 settimana", 				// merc's contract extended for a week
	L"2 settimane", 				// ... for 2 weeks
	L"Entrata mineraria", 
	L"", //String nuked
	L"Fiori acquistati",
	L"Totale rimborso medico per %s",
	L"Parziale rimborso medico per %s",
	L"Nessun rimborso medico per %s",
	L"Pagamento a %s",		// %s is the name of the npc being paid
	L"Trasferimento fondi a %s", 			// transfer funds to a merc
	L"Trasferimento fondi da %s", 		// transfer funds from a merc
	L"Equipaggiamento esercito in %s", // initial cost to equip a town's militia
	L"Oggetti acquistati da%s.",	//is used for the Shop keeper interface.  The dealers name will be appended to the end of the string.
	L"%s soldi depositati.",
	L"Facility Use", // HEADROCK HAM 3.6		// TODO.Translate
	L"Militia upkeep", // HEADROCK HAM 3.6		// TODO.Translate
};

STR16 pTransactionAlternateText[] =
{
	L"Assicurazione per", 				// insurance for a merc
	L"Est. contratto di %s per 1 giorno.", 				// entend mercs contract by a day
	L"Est. %s contratto per 1 settimana.",
	L"Est. %s contratto per 2 settimane.",
};

// helicopter pilot payment 

STR16 pSkyriderText[] =
{
	L"Skyrider è stato pagato $%d", 			// skyrider was paid an amount of money
	L"A Skyrider bisogna ancora dare $%d", 		// skyrider is still owed an amount of money
	L"Skyrider ha finito il carburante",	// skyrider has finished refueling
	L"",//unused
	L"",//unused
	L"Skyrider è di nuovo pronto a volare.", // Skyrider was grounded but has been freed
	L"Skyrider non ha passeggeri. Se avete intenzione di trasportare mercenari in questo settore, assegnateli prima al Veicolo/Elicottero.",
};


// strings for different levels of merc morale

STR16 pMoralStrings[] =
{
	L"Ottimo", 
	L"Buono",
	L"Medio",
	L"Basso",
	L"Panico",
	L"Cattivo",
};

// Mercs equipment has now arrived and is now available in Omerta or Drassen.

STR16 pLeftEquipmentString[] =
{ 
	L"L'equipaggio di %s è ora disponibile a Omerta (A9).", 
	L"L'equipaggio di %s è ora disponibile a Drassen (B13).",
};

// Status that appears on the Map Screen

STR16 pMapScreenStatusStrings[] =
{
	L"Salute",
	L"Energia",
	L"Morale",
	L"Condizione",	// the condition of the current vehicle (its "health")
	L"Carburante",	// the fuel level of the current vehicle (its "energy")
};


STR16 pMapScreenPrevNextCharButtonHelpText[] =
{
	L"Mercenario precedente (|S|i|n)", 			// previous merc in the list
	L"Mercenario successivo (|D|e|s)", 				// next merc in the list
};


STR16 pEtaString[] =
{
	L"TAP", 				// eta is an acronym for Estimated Time of Arrival
};

STR16 pTrashItemText[] =
{
	L"Non lo vedrete mai più. Siete sicuri?", 	// do you want to continue and lose the item forever
	L"Questo oggetto sembra DAVVERO importante. Siete DAVVERO SICURISSIMI di volerlo gettare via?", // does the user REALLY want to trash this item
};


STR16 pMapErrorString[] = 
{
	L"La squadra non può muoversi, se un mercenario dorme.",

//1-5
	L"Muovete la squadra al primo piano.",
	L"Ordini di movimento? È un settore nemico!",
	L"I mercenari devono essere assegnati a una squadra o a un veicolo per potersi muovere.",
	L"Non avete ancora membri nella squadra.", 		// you have no members, can't do anything 
	L"I mercenari non possono attenersi agli ordini.",			 		// merc can't comply with your order
//6-10
	L"ha bisogno di una scorta per muoversi. Inseritelo in una squadra che ne è provvista.", // merc can't move unescorted .. for a male
	L"ha bisogno di una scorta per muoversi. Inseritela in una squadra che ne è provvista.", // for a female
#ifdef JA2UB
	L"Il mercenario non è ancora arrivato ad Tracona!",
#else
	L"Il mercenario non è ancora arrivato ad Arulco!",
#endif
	L"Sembra che ci siano negoziazioni di contratto da stabilire.",
	L"",
//11-15
	L"Ordini di movimento? È in corso una battaglia!",
	L"Siete stati vittima di un'imboscata da parte dai Bloodcat nel settore %s!",
	L"Siete appena entrati in quella che sembra una tana di un Bloodcat nel settore %s!", 
	L"", 
	L"La zona SAM in %s è stata assediata.",
//16-20
	L"La miniera di %s è stata assediata. La vostra entrata giornaliera è stata ridotta di %s per giorno.",
	L"Il nemico ha assediato il settore %s senza incontrare resistenza.",
	L"Almeno uno dei vostri mercenari non ha potuto essere affidato a questo incarico.",
	L"%s non ha potuto unirsi alla %s visto che è completamente pieno",
	L"%s non ha potuto unirsi alla %s visto che è troppo lontano.",
//21-25
	L"La miniera di %s è stata invasa dalle forze armate di Deidranna!",
	L"Le forze armate di Deidranna hanno appena invaso la zona SAM in %s",
	L"Le forze armate di Deidranna hanno appena invaso %s",
	L"Le forze armate di Deidranna sono appena state avvistate in %s.",
	L"Le forze armate di Deidranna sono appena partite per %s.",
//26-30
	L"Almeno uno dei vostri mercenari non può riposarsi.",
	L"Almeno uno dei vostri mercenari non è stato svegliato.",
	L"L'esercito non si farà vivo finché non avranno finito di esercitarsi.",
	L"%s non possono ricevere ordini di movimento adesso.",
	L"I militari che non si trovano entro i confini della città non possono essere spostati inquesto settore.",
//31-35
	L"Non potete avere soldati in %s.",
	L"Un veicolo non può muoversi se è vuoto!",
	L"%s è troppo grave per muoversi!",
	L"Prima dovete lasciare il museo!",
	L"%s è morto!",
//36-40
	L"%s non può andare a %s perché si sta muovendo",
	L"%s non può salire sul veicolo in quel modo",
	L"%s non può unirsi alla %s",
	L"Non potete comprimere il tempo finché non arruolerete nuovi mercenari!",
	L"Questo veicolo può muoversi solo lungo le strade!",
//41-45
	L"Non potete riassegnare i mercenari che sono già in movimento",
	L"Il veicolo è privo di benzina!",
	L"%s è troppo stanco per muoversi.",
	L"Nessuno a bordo è in grado di guidare il veicolo.",
	L"Uno o più membri di questa squadra possono muoversi ora.",
//46-50
	L"Uno o più degli altri mercenari non può muoversi ora.",
	L"Il veicolo è troppo danneggiato!",
	L"Osservate che solo due mercenari potrebbero addestrare i militari in questo settore.",
	L"Il robot non può muoversi senza il suo controller. Metteteli nella stessa squadra.",
};


// help text used during strategic route plotting
STR16 pMapPlotStrings[] =
{
	L"Cliccate di nuovo su una destinazione per confermare la vostra meta finale, oppure cliccate su un altro settore per fissare più tappe.",
	L"Rotta di spostamento confermata.",
	L"Destinazione immutata.",
	L"Rotta di spostamento annullata.",
	L"Rotta di spostamento accorciata.",
};


// help text used when moving the merc arrival sector
STR16 pBullseyeStrings[] =
{
	L"Cliccate sul settore dove desiderate che i mercenari arrivino.",
	L"OK. I mercenari che stavano arrivando si sono dileguati a %s",
	L"I mercenari non possono essere trasportati, lo spazio aereo non è sicuro!",
	L"Annullato. Il settore d'arrivo è immutato",
	L"Lo spazio aereo sopra %s non è più sicuro! Il settore d'arrivo è stato spostato a %s.",
};


// help text for mouse regions

STR16 pMiscMapScreenMouseRegionHelpText[] =
{
	L"Entra nell'inventario (|I|n|v|i|o)",
	L"Getta via l'oggetto",
	L"Esci dall'inventario (|I|n|v|i|o)",
};



// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
	L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Drassen (B13) dopo aver preso il volo da Tracona?",
	L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Omerta (A9) dopo aver preso il volo da Tracona?",
#else
	L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Drassen (B13) dopo aver preso il volo da Arulco?",
	L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Omerta (A9) dopo aver preso il volo da Arulco?",
#endif
	L"sta per partire e spedirà il suo equipaggiamento a Omerta (A9).",
	L"sta per partire e spedirà il suo equipaggiamento a Drassen (B13).",
	L"%s sta per partire e spedirà il suo equipaggiamento a %s.",
};


// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
	L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Drassen (B13) dopo aver preso il volo da Tracona?",
	L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Omerta (A9) dopo aver preso il volo da Tracona?",
#else
	L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Drassen (B13) dopo aver preso il volo da Arulco?",
	L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Omerta (A9) dopo aver preso il volo da Arulco?",
#endif
	L"sta per partire e spedirà il suo equipaggiamento a Omerta (A9).",
	L"sta per partire e spedirà il suo equipaggiamento a Drassen (B13).",
	L"%s sta per partire e spedirà il suo equipaggiamento a %s.",
};


STR16 pMercContractOverStrings[] =
{
	L": contratto scaduto. Egli è tornato a casa.", 		// merc's contract is over and has departed
	L": contratto scaduto. Ella è tornata a casa.", 		// merc's contract is over and has departed
	L": contratto terminato. Egli è partito.", 		// merc's contract has been terminated
	L": contratto terminato. Ella è partita.",		// merc's contract has been terminated
	L"Dovete al M.E.R.C. troppi soldi, così %s è partito.", // Your M.E.R.C. account is invalid so merc left
};

// Text used on IMP Web Pages

STR16 pImpPopUpStrings[] =
{
	L"Codice di autorizzazione non valido",
	L"State per riiniziare l'intero processo di profilo. Ne siete certi?",
	L"Inserite nome e cognome corretti oltre che al sesso",
	L"L'analisi preliminare del vostro stato finanziario mostra che non potete offrire un'analisi di profilo.",
	L"Opzione non valida questa volta.",
	L"Per completare un profilo accurato, dovete aver spazio per almeno uno dei membri della squadra.",
	L"Profilo già completato.",
	L"Cannot load I.M.P. character from disk.",
	L"You have already reached the maximum number of I.M.P. characters.",
	L"You have already three I.M.P characters with the same gender on your team.",
	L"You cannot afford the I.M.P character.",
	L"The new I.M.P character has joined your team.",
};


// button labels used on the IMP site

STR16 pImpButtonText[] =
{
	L"Cosa offriamo", 			// about the IMP site
	L"INIZIO", 			// begin profiling
	L"Personalità", 		// personality section
	L"Attributi", 		// personal stats/attributes section
	L"Appearance", 			// changed from portrait 
	L"Voce %d", 			// the voice selection
	L"Fine", 			// done profiling
	L"Ricomincio", 		// start over profiling
	L"Sì, scelgo la risposta evidenziata.", 
	L"Sì", 
	L"No",
	L"Finito", 			// finished answering questions
	L"Prec.", 			// previous question..abbreviated form
	L"Avanti", 			// next question
	L"SÌ, LO SONO.", 		// yes, I am certain 
	L"NO, VOGLIO RICOMINCIARE.", // no, I want to start over the profiling process
	L"SÌ",
	L"NO",
	L"Indietro", 			// back one page
	L"Annulla", 			// cancel selection
	L"Sì, ne sono certo.",
	L"No, lasciami dare un'altra occhiata.",
	L"Immatricolazione", 			// the IMP site registry..when name and gender is selected
	L"Analisi", 			// analyzing your profile results
	L"OK",
	L"Character", // Change from "Voice"
};

STR16 pExtraIMPStrings[] =
{
	// These texts have been also slightly changed 
	L"With your character traits chosen, it is time to select your skills.",
	L"To complete the process, select your attributes.",
	L"To commence actual profiling, select portrait, voice and colors.",
	L"Now that you have completed your appearence choice, procced to character analysis.",
};

STR16 pFilesTitle[] =
{
  L"Gestione risorse",
};

STR16 pFilesSenderList[] =
{
  L"Rapporto", 		// the recon report sent to the player. Recon is an abbreviation for reconissance
	L"Intercetta #1", 		// first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
	L"Intercetta #2",	   // second intercept file
	L"Intercetta #3",			 // third intercept file
	L"Intercetta #4", // fourth intercept file
	L"Intercetta #5", // fifth intercept file
	L"Intercetta #6", // sixth intercept file
};

// Text having to do with the History Log

STR16 pHistoryTitle[] =
{
	L"Registro",
};

STR16 pHistoryHeaders[] =
{
	L"Giorno", 			// the day the history event occurred
	L"Pagina", 			// the current page in the history report we are in
	L"Giorno", 			// the days the history report occurs over
	L"Posizione", 			// location (in sector) the event occurred
	L"Evento", 			// the event label
};

// various history events
// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED.
// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS
// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN
// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS
// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME.
STR16 pHistoryStrings[] =
{
	L"",																						// leave this line blank
	//1-5
	L"%s è stato assunto dall'A.I.M.", 										// merc was hired from the aim site
	L"%s è stato assunto dal M.E.R.C.", 									// merc was hired from the aim site
	L"%s morì.", 															// merc was killed
	L"Acconti stanziati al M.E.R.C.",								// paid outstanding bills at MERC
	L"Assegno accettato da Enrico Chivaldori",	
	//6-10
	L"Profilo generato I.M.P.",
	L"Acquistato contratto d'assicurazione per %s.", 				// insurance contract purchased
	L"Annullato contratto d'assicurazione per %s.", 				// insurance contract canceled
	L"Versamento per richiesta assicurazione per %s.", 							// insurance claim payout for merc
	L"Esteso contratto di %s di 1 giorno.", 						// Extented "mercs name"'s for a day
	//11-15
	L"Esteso contratto di %s di 1 settimana.", 					// Extented "mercs name"'s for a week
	L"Esteso contratto di %s di 2 settimane.", 					// Extented "mercs name"'s 2 weeks
	L"%s è stato congedato.", 													// "merc's name" was dismissed.
	L"%s è partito.", 																		// "merc's name" quit.
	L"avventura iniziata.", 															// a particular quest started
	//16-20
	L"avventura completata.",
	L"Parlato col capo minatore di %s",									// talked to head miner of town
	L"Liberato %s",
	L"Inganno utilizzato",
	L"Il cibo dovrebbe arrivare a Omerta domani",
	//21-25
	L"%s ha lasciato la squadra per diventare la moglie di Daryl Hick",
	L"contratto di %s scaduto.",
	L"%s è stato arruolato.",
	L"Enrico si è lamentato della mancanza di progresso",
	L"Vinta battaglia",
	//26-30
	L"%s miniera ha iniziato a esaurire i minerali",
	L"%s miniera ha esaurito i minerali",
	L"%s miniera è stata chiusa",
	L"%s miniera è stata riaperta",
	L"Trovata una prigione chiamata Tixa.",
	//31-35
	L"Sentito di una fabbrica segreta di armi chiamata Orta.",
	L"Alcuni scienziati a Orta hanno donato una serie di lanciamissili.",
	L"La regina Deidranna ha bisogno di cadaveri.",
	L"Frank ha parlato di scontri a San Mona.",
	L"Un paziente pensa che lui abbia visto qualcosa nella miniera.",
	//36-40
	L"Incontrato qualcuno di nome Devin - vende esplosivi.",
	L"Imbattutosi nel famoso ex-mercenario dell'A.I.M. Mike!",
	L"Incontrato Tony - si occupa di armi.",
	L"Preso un lanciamissili dal Sergente Krott.",
	L"Concessa a Kyle la licenza del negozio di pelle di Angel.",
	//41-45
	L"Madlab ha proposto di costruire un robot.",
	L"Gabby può effettuare operazioni di sabotaggio contro sistemi d'allarme.",
	L"Keith è fuori dall'affare.",
	L"Howard ha fornito cianuro alla regina Deidranna.",
	L"Incontrato Keith - si occupa di un po' di tutto a Cambria.",
	//46-50
	L"Incontrato Howard - si occupa di farmaceutica a Balime",
	L"Incontrato Perko - conduce una piccola impresa di riparazioni.",
	L"Incontrato Sam di Balime - ha un negozio di hardware.",
	L"Franz si occupa di elettronica e altro.",
	L"Arnold possiede un'impresa di riparazioni a Grumm.",
	//51-55
	L"Fredo si occupa di elettronica a Grumm.",
	L"Donazione ricevuta da un ricco ragazzo a Balime.",
	L"Incontrato un rivenditore di un deposito di robivecchi di nome Jake.",
	L"Alcuni vagabondi ci hanno dato una scheda elettronica.",
	L"Corrotto Walter per aprire la porta del seminterrato.",
	//56-60
	L"Se Dave ha benzina, potrà fare il pieno gratis.",
	L"Corrotto Pablo.",
	L"Kingpin tiene i soldi nella miniera di San Mona.",
	L"%s ha vinto il Combattimento Estremo",
	L"%s ha perso il Combattimento Estremo",
	//61-65
	L"%s è stato squalificato dal Combattimento Estremo",
	L"trovati moltissimi soldi nascosti nella miniera abbandonata.",
	L"Incontrato assassino ingaggiato da Kingpin.",
	L"Perso il controllo del settore",				//ENEMY_INVASION_CODE
	L"Difeso il settore",
	//66-70
	L"Persa la battaglia",							//ENEMY_ENCOUNTER_CODE
	L"Imboscata fatale",						//ENEMY_AMBUSH_CODE
	L"Annientata imboscata nemica",
	L"Attacco fallito",			//ENTERING_ENEMY_SECTOR_CODE
	L"Attacco riuscito!",
	//71-75
	L"Creature attaccate",			//CREATURE_ATTACK_CODE
	L"Ucciso dai Bloodcat",			//BLOODCAT_AMBUSH_CODE
	L"Massacrati dai Bloodcat",
	L"%s è stato ucciso",
	L"Data a Carmen la testa di un terrorista",
	L"Massacro sinistro",
	L"Ucciso %s",
};

STR16 pHistoryLocations[] =
{
	L"N/A",						// N/A is an acronym for Not Applicable
};

// icon text strings that appear on the laptop

STR16 pLaptopIcons[] =
{
	L"E-mail",
	L"Rete",
	L"Finanza",
	L"Personale",
	L"Cronologia",
	L"File",
	L"Chiudi",
	L"sir-FER 4.0",			// our play on the company name (Sirtech) and web surFER
};

// bookmarks for different websites
// IMPORTANT make sure you move down the Cancel string as bookmarks are being added

STR16 pBookMarkStrings[] =
{
	L"A.I.M.",
	L"Bobby Ray",
	L"I.M.P",
	L"M.E.R.C.",
	L"Pompe funebri",
	L"Fiorista",
	L"Assicurazione",
	L"Annulla",
};

STR16 pBookmarkTitle[] =
{
	L"Segnalibri",
	L"Cliccate con il destro per accedere a questo menu in futuro.",
};

// When loading or download a web page

STR16 pDownloadString[] =
{
	L"Caricamento",
	L"Caricamento",
};

//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine

STR16 gsAtmSideButtonText[] =
{
	L"OK",
	L"Prendi", 			// take money from merc
	L"Dai", 			// give money to merc
	L"Annulla", 			// cancel transaction
	L"Pulisci", 			// clear amount being displayed on the screen
};

STR16 gsAtmStartButtonText[] =
{
	L"Trasferisce $", 		// transfer money to merc -- short form
	L"Stato", 			// view stats of the merc
	L"Inventario", 			// view the inventory of the merc
	L"Impiego",
};

STR16 sATMText[ ]=
{
	L"Trasferisci fondi?", 		// transfer funds to merc?
	L"Ok?", 			// are we certain?
	L"Inserisci somma", 		// enter the amount you want to transfer to merc
	L"Seleziona tipo", 		// select the type of transfer to merc
	L"Fondi insufficienti", 	// not enough money to transfer to merc
	L"La somma deve essere un multiplo di $10", // transfer amount must be a multiple of $10
};

// Web error messages. Please use foreign language equivilant for these messages. 
// DNS is the acronym for Domain Name Server
// URL is the acronym for Uniform Resource Locator

STR16 pErrorStrings[] =
{
	L"Errore",
	L"Il server non ha entrata NSD.",	
	L"Controlla l'indirizzo LRU e prova di nuovo.",
	L"OK",
	L"Connessione intermittente all'host. Tempi d'attesa più lunghi per il trasferimento.",
};


STR16 pPersonnelString[] =
{
	L"Mercenari:", 			// mercs we have
};


STR16 pWebTitle[ ]=
{
	L"sir-FER 4.0",		// our name for the version of the browser, play on company name
};


// The titles for the web program title bar, for each page loaded

STR16 pWebPagesTitles[] =
{
	L"A.I.M.",
	L"Membri dell'A.I.M.",
	L"Ritratti A.I.M.",		// a mug shot is another name for a portrait
	L"Categoria A.I.M.",
	L"A.I.M.",
	L"Membri dell'A.I.M.",
	L"Tattiche A.I.M.",
	L"Storia A.I.M.",
	L"Collegamenti A.I.M.",
	L"M.E.R.C.",
	L"Conti M.E.R.C.",
	L"Registrazione M.E.R.C.",
	L"Indice M.E.R.C.",
	L"Bobby Ray",
	L"Bobby Ray - Armi",
	L"Bobby Ray - Munizioni",
	L"Bobby Ray - Giubb. A-P",
	L"Bobby Ray - Varie",							//misc is an abbreviation for miscellaneous				
	L"Bobby Ray - Usato",
	L"Bobby Ray - Ordine Mail",
	L"I.M.P.",
	L"I.M.P.",
	L"Servizio Fioristi Riuniti",
	L"Servizio Fioristi Riuniti - Galleria",
	L"Servizio Fioristi Riuniti - Ordine",
	L"Servizio Fioristi Riuniti - Card Gallery",
	L"Agenti assicurativi Malleus, Incus & Stapes",
	L"Informazione",
	L"Contratto",
	L"Commenti",
	L"Servizio di pompe funebri di McGillicutty",
	L"",
	L"URL non ritrovato.",
	L"Bobby Ray - Spedizioni recenti",
	L"Encyclopedia",
	L"Encyclopedia - Data",
	L"Briefing Room",
	L"Briefing Room - Data",
};

STR16 pShowBookmarkString[] =
{
	L"Aiuto",
	L"Cliccate su Rete un'altra volta per i segnalibri.",
};

STR16 pLaptopTitles[] =
{
	L"Cassetta della posta",
	L"Gestione risorse",
	L"Personale",
	L"Contabile aggiuntivo",
	L"Ceppo storico",
};

STR16 pPersonnelDepartedStateStrings[] =
{
	//reasons why a merc has left.
	L"Ucciso in azione",
	L"Licenziato",
	L"Altro",
	L"Sposato",
	L"Contratto Scaduto",
	L"Liberato",
};
// personnel strings appearing in the Personnel Manager on the laptop

STR16 pPersonelTeamStrings[] =
{
	L"Squadra attuale",
	L"Partenze",
	L"Costo giornaliero:",
	L"Costo più alto:",
	L"Costo più basso:",
	L"Ucciso in azione:",
	L"Licenziato:",
	L"Altro:",
};


STR16 pPersonnelCurrentTeamStatsStrings[] =
{
	L"Più basso",
	L"Normale",
	L"Più alto",
};


STR16 pPersonnelTeamStatsStrings[] =
{
	L"SAL",
	L"AGI",
	L"DES",
	L"FOR",
	L"COM",
	L"SAG",
	L"LIV",
	L"TIR",
	L"MEC",
	L"ESP",
	L"PS",
};


// horizontal and vertical indices on the map screen

STR16 pMapVertIndex[] =
{
	L"X",
	L"A",
	L"B",
	L"C",
	L"D",
	L"E",
	L"F",
	L"G",
	L"H",
	L"I",
	L"J",
	L"K",
	L"L",
	L"M",
	L"N",
	L"O",
	L"P",
};

STR16 pMapHortIndex[] =
{
	L"X",
	L"1",
	L"2",
	L"3",
	L"4",
	L"5",
	L"6",
	L"7",
	L"8",
	L"9",
	L"10",
	L"11",
	L"12",
	L"13",
	L"14",
	L"15",
	L"16",
};

STR16 pMapDepthIndex[] =
{
	L"",
	L"-1",
	L"-2",
	L"-3",
};

// text that appears on the contract button

STR16 pContractButtonString[] =
{
	L"Contratto",
};

// text that appears on the update panel buttons

STR16 pUpdatePanelButtons[] =
{
	L"Continua",
	L"Fermati",
};

// Text which appears when everyone on your team is incapacitated and incapable of battle

CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] =
{
	L"Siete stati sconfitti in questo settore!",
	L"Il nemico, non avendo alcuna pietà delle anime della squadra, divorerà ognuno di voi!",
	L"I membri inconscenti della vostra squadra sono stati catturati!",
	L"I membri della vostra squadra sono stati fatti prigionieri dal nemico.",
};


//Insurance Contract.c
//The text on the buttons at the bottom of the screen.

STR16			InsContractText[] = 
{ 
	L"Indietro",
	L"Avanti",
	L"Accetta",
	L"Pulisci",
};



//Insurance Info
// Text on the buttons on the bottom of the screen

STR16		InsInfoText[] = 
{ 
	L"Indietro", 
	L"Avanti",
};



//For use at the M.E.R.C. web site. Text relating to the player's account with MERC

STR16			MercAccountText[] = 
{
	// Text on the buttons on the bottom of the screen
	L"Autorizza",
	L"Home Page",
	L"Conto #:",
	L"Merc",
	L"Giorni",
	L"Tasso",	//5
	L"Costo",
	L"Totale:",
	L"Conferma il pagamento di %s?",		//the %s is a string that contains the dollar amount ( ex. "$150" )
};

// Merc Account Page buttons
STR16			MercAccountPageText[] = 
{
	// Text on the buttons on the bottom of the screen
	L"Previous",
  L"Next",
};



//For use at the M.E.R.C. web site. Text relating a MERC mercenary


STR16			MercInfo[] =
{
	L"Salute",
	L"Agilità",
	L"Destrezza",
	L"Forza",
	L"Comando",
	L"Saggezza",
	L"Liv. esperienza",
	L"Mira",
	L"Meccanica",
	L"Esplosivi",
	L"Pronto socc.",

	L"Indietro",
	L"Ricompensa",
	L"Successivo",
	L"Info. addizionali",
	L"Home Page",
	L"Assoldato",
	L"Salario:",
	L"Al giorno",
	L"Deceduto",

	L"Sembra che state arruolando troppi mercenari. Il vostro limite è di 18.",
	L"Non disponibile",											
};



// For use at the M.E.R.C. web site. Text relating to opening an account with MERC

STR16			MercNoAccountText[] =
{
	//Text on the buttons at the bottom of the screen
	L"Apri conto",
	L"Annulla",
	L"Non hai alcun conto. Vuoi aprirne uno?",
};



// For use at the M.E.R.C. web site. MERC Homepage

STR16			MercHomePageText[] =
{
	//Description of various parts on the MERC page
	L"Speck T. Kline, fondatore e proprietario",
	L"Per aprire un conto, cliccate qui",
	L"Per visualizzare un conto, cliccate qui",
	L"Per visualizzare i file, cliccate qui",
	// The version number on the video conferencing system that pops up when Speck is talking
	L"Speck Com v3.2",
	L"Transfer failed. No funds available.",	// TODO.Translate
};

// For use at MiGillicutty's Web Page.

STR16			sFuneralString[] =
{
	L"Impresa di pompe funebri di McGillicutty: Il dolore delle famiglie che hanno fornito il loro aiuto dal 1983.",
	L"Precedentemente mercenario dell'A.I.M. Murray \"Pops\" McGillicutty è un impresario di pompe funebri qualificato e con molta esperienza.",
	L"Essendo coinvolto profondamente nella morte e nel lutto per tutta la sua vita, Pops sa quanto sia difficile affrontarli.",
	L"L'impresa di pompe funebri di McGillicutty offre una vasta gamma di servizi funebri, da una spalla su cui piangere a ricostruzioni post-mortem per corpi mutilati o sfigurati.",
	L"Lasciate che l'impresa di pompe funebri di McGillicutty vi aiuti e i vostri amati riposeranno in pace.",

	// Text for the various links available at the bottom of the page
	L"SPEDISCI FIORI",
	L"ESPOSIZIONE DI BARE & URNE",
	L"SERVIZI DI CREMAZIONE",
	L"SERVIZI PRE-FUNEBRI",
	L"CERIMONIALE FUNEBRE",

	// The text that comes up when you click on any of the links ( except for send flowers ).
	L"Purtroppo, il resto di questo sito non è stato completato a causa di una morte in famiglia. Aspettando la lettura del testamento e la riscossione dell'eredità, il sito verrà ultimato non appena possibile.",
	L"Vi porgiamo, comunque, le nostre condolianze in questo momento di dolore. Contatteci ancora.",
};

// Text for the florist Home Page

STR16			sFloristText[] = 
{
	//Text on the button on the bottom of the page

	L"Galleria",

	//Address of United Florist

	L"\"Ci lanciamo col paracadute ovunque\"",
	L"1-555-SCENT-ME",
	L"333 Dot. NoseGay, Seedy City, CA USA 90210",
	L"http://www.scent-me.com",

	// detail of the florist page

	L"Siamo veloci ed efficienti!",
	L"Consegna il giorno successivo in quasi tutto il mondo, garantito. Applicate alcune restrizioni.",
	L"I prezzi più bassi in tutto il mondo, garantito!",
	L"Mostrateci un prezzo concorrente più basso per qualsiasi progetto, e riceverete una dozzina di rose, gratuitamente.",
	L"Flora, fauna & fiori in volo dal 1981.",
	L"I nostri paracadutisti decorati ex-bomber lanceranno il vostro bouquet entro un raggio di dieci miglia dalla locazione richiesta. Sempre e ovunque!",
	L"Soddisfiamo la vostra fantasia floreale.",
	L"Lasciate che Bruce, il nostro esperto in composizioni floreali, selezioni con cura i fiori più freschi e della migliore qualità dalle nostre serre più esclusive.",
	L"E ricordate, se non l'abbiamo, possiamo coltivarlo - E subito!",
};



//Florist OrderForm

STR16			sOrderFormText[] = 
{
	//Text on the buttons

	L"Indietro",
	L"Spedisci",
	L"Home",
	L"Galleria",

	L"Nome del bouquet:",
	L"Prezzo:",			//5
	L"Numero ordine:",
	L"Data consegna",
	L"gior. succ.",
	L"arriva quando arriva",
	L"Luogo consegna",			//10
	L"Servizi aggiuntivi",
	L"Bouquet schiacciato ($10)",
	L"Rose nere ($20)",
	L"Bouquet appassito ($10)",
	L"Torta di frutta (se disponibile 10$)",		//15
	L"Sentimenti personali:",
	L"Il vostro messaggio non può essere più lungo di 75 caratteri.",
	L"... oppure sceglietene uno dai nostri",

	L"BIGLIETTI STANDARD",	
	L"Informazioni sulla fatturazione",//20

	//The text that goes beside the area where the user can enter their name

	L"Nome:",
};




//Florist Gallery.c

STR16		sFloristGalleryText[] =
{
	//text on the buttons

	L"Prec.",	//abbreviation for previous
	L"Succ.",	//abbreviation for next

	L"Clicca sul modello che vuoi ordinare.",
	L"Ricorda: c'è un supplemento di 10$ per tutti i bouquet appassiti o schiacciati.",

	//text on the button

	L"Home",
};

//Florist Cards

STR16			sFloristCards[] =
{
	L"Cliccate sulla vostra selezione",
	L"Indietro",
};



// Text for Bobby Ray's Mail Order Site

STR16			BobbyROrderFormText[] = 
{
	L"Ordine",				//Title of the page
	L"Qta",					// The number of items ordered
	L"Peso (%s)",			// The weight of the item
	L"Nome oggetto",				// The name of the item
	L"Prezzo unit.",				// the item's weight
	L"Totale",				//5	// The total price of all of items of the same type
	L"Sotto-totale",				// The sub total of all the item totals added
	L"S&C (Vedete luogo consegna)",		// S&H is an acronym for Shipping and Handling 
	L"Totale finale",			// The grand total of all item totals + the shipping and handling
	L"Luogo consegna",				
	L"Spedizione veloce",			//10	// See below
	L"Costo (per %s.)",			// The cost to ship the items
	L"Espresso di notte",			// Gets deliverd the next day
	L"2 giorni d'affari",			// Gets delivered in 2 days
	L"Servizio standard",			// Gets delivered in 3 days
	L"Annulla ordine",//15			// Clears the order page
	L"Accetta ordine",			// Accept the order
	L"Indietro",				// text on the button that returns to the previous page
	L"Home Page",				// Text on the button that returns to the home Page
	L"* Indica oggetti usati",		// Disclaimer stating that the item is used
	L"Non potete permettervi di pagare questo.",		//20	// A popup message that to warn of not enough money
	L"<NESSUNO>",				// Gets displayed when there is no valid city selected
	L"Siete sicuri di volere spedire quest'ordine a %s?",		// A popup that asks if the city selected is the correct one
	L"peso del pacco**",			// Displays the weight of the package
	L"** Peso min.",				// Disclaimer states that there is a minimum weight for the package
	L"Spedizioni",	
};

STR16			BobbyRFilter[] =
{
	// Guns
	L"Pistol",
	L"M. Pistol",
	L"SMG",
	L"Rifle",
	L"SN Rifle",
	L"AS Rifle",
	L"MG",
	L"Shotgun",
	L"Heavy W.",

	// Ammo
	L"Pistol",
	L"M. Pistol",
	L"SMG",
	L"Rifle",
	L"SN Rifle",
	L"AS Rifle",
	L"MG",
	L"Shotgun",

	// Used
	L"Guns",
	L"Armor",
	L"LBE Gear",
	L"Misc",

	// Armour
	L"Helmets",
	L"Vests",
	L"Leggings",
	L"Plates",

	// Misc
	L"Blades",
	L"Th. Knives",
	L"Blunt W.",
	L"Grenades",
	L"Bombs",
	L"Med. Kits",
	L"Kits",
	L"Face Items",
	L"LBE Gear",
	L"Misc.",
};

// This text is used when on the various Bobby Ray Web site pages that sell items

STR16			BobbyRText[] = 
{
	L"Ordini:",				// Title
	// instructions on how to order
	L"Cliccate sull'oggetto. Sinistro per aggiungere pezzi, destro per toglierne. Una volta selezionata la quantità, procedete col nuovo ordine.",			

	//Text on the buttons to go the various links

	L"Oggetti prec.",		// 
	L"Armi", 			//3
	L"Munizioni",			//4
	L"Giubb. A-P",			//5
	L"Varie",			//6	//misc is an abbreviation for miscellaneous
	L"Usato",			//7
	L"Oggetti succ.",
	L"ORDINE",
	L"Home Page",			//10

	//The following 2 lines are used on the Ammunition page.  
	//They are used for help text to display how many items the player's merc has
	//that can use this type of ammo

	L"La vostra squadra ha",//11
	L"arma(i) che usa(no) questo tipo di munizioni", //12

	//The following lines provide information on the items

	L"Peso:",		// Weight of all the items of the same type
	L"Cal.:",			// the caliber of the gun
	L"Mag.:",			// number of rounds of ammo the Magazine can hold
	L"Git.:",			// The range of the gun
	L"Dan.:",			// Damage of the weapon	
	L"FFA:",			// Weapon's Rate Of Fire, acronym ROF
	L"Costo:",			// Cost of the item
	L"Inventario:",			// The number of items still in the store's inventory
	L"Num. ordine:",		// The number of items on order
	L"Danneggiato",			// If the item is damaged
	L"Peso:",			// the Weight of the item
	L"Totale:",			// The total cost of all items on order
	L"* funzionale al %%",		// if the item is damaged, displays the percent function of the item

	//Popup that tells the player that they can only order 10 items at a time
	
	L"Darn! Quest'ordine qui accetterà solo 10 oggetti. Se avete intenzione di ordinare più merce (ed è quello che speriamo), fate un ordine a parte e accettate le nostre scuse.",

	// A popup that tells the user that they are trying to order more items then the store has in stock

	L"Ci dispiace. Non disponiamo più di questo articolo. Riprovate più tardi.",

	//A popup that tells the user that the store is temporarily sold out

	L"Ci dispiace, ma siamo momentaneamente sprovvisti di oggetti di questo genere.",

};


// Text for Bobby Ray's Home Page

STR16			BobbyRaysFrontText[] =
{
	//Details on the web site

	L"Questo è il negozio con la fornitura militare e le armi più recenti e potenti!",
	L"Possiamo trovare la soluzione perfetta per tutte le vostre esigenze riguardo agli esplosivi.",
	L"Oggetti usati e riparati",

	//Text for the various links to the sub pages

	L"Varie",
	L"ARMI",
	L"MUNIZIONI",		//5
	L"GIUBB. A-P",

	//Details on the web site

	L"Se non lo vendiamo, non potrete averlo!",
	L"In costruzione",
};



// Text for the AIM page.
// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page

STR16			AimSortText[] =
{
	L"Membri dell'A.I.M.",				// Title
	// Title for the way to sort
	L"Ordine per:",					

	// sort by...

	L"Prezzo",											
	L"Esperienza",
	L"Mira",
	L"Pronto socc.",
	L"Esplosivi",
	L"Meccanica",

	//Text of the links to other AIM pages

	L"Visualizza le facce dei mercenari disponibili",
	L"Rivedi il file di ogni singolo mercenario",
	L"Visualizza la galleria degli associati dell'A.I.M.",

	// text to display how the entries will be sorted

	L"Crescente",
	L"Decrescente",
};


//Aim Policies.c
//The page in which the AIM policies and regulations are displayed

STR16		AimPolicyText[] =
{
	// The text on the buttons at the bottom of the page

	L"Indietro",
	L"Home Page", 
	L"Indice",
	L"Avanti",
	L"Disaccordo",
	L"Accordo",
};



//Aim Member.c
//The page in which the players hires AIM mercenaries

// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index

STR16			AimMemberText[] =
{
	L"Clic sinistro",
	L"per contattarlo",
	L"Clic destro",
	L"per i mercenari disponibili.",
};					

//Aim Member.c
//The page in which the players hires AIM mercenaries

STR16			CharacterInfo[] =
{
	// The various attributes of the merc

	L"Salute",										
	L"Agilità",										
	L"Destrezza",									
	L"Forza",
	L"Comando",
	L"Saggezza",
	L"Esperienza",
	L"Mira",
	L"Meccanica",
	L"Esplosivi",
	L"Pronto socc.",				//10

	// the contract expenses' area

	L"Paga",							
	L"Durata",				
	L"1 giorno",					
	L"1 settimana",
	L"2 settimane",

	// text for the buttons that either go to the previous merc, 
	// start talking to the merc, or go to the next merc

	L"Indietro",
	L"Contratto",
	L"Avanti",

	L"Ulteriori informazioni",				// Title for the additional info for the merc's bio
	L"Membri attivi",		//20		// Title of the page
	L"Dispositivo opzionale:",				// Displays the optional gear cost
	L"gear",			//"gear",	//tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's
	L"Deposito MEDICO richiesto",			// If the merc required a medical deposit, this is displayed
	L"Kit 1",				// Text on Starting Gear Selection Button 1  // TODO.Translate
	L"Kit 2",				// Text on Starting Gear Selection Button 2
	L"Kit 3",				// Text on Starting Gear Selection Button 3
	L"Kit 4",				// Text on Starting Gear Selection Button 4
	L"Kit 5",				// Text on Starting Gear Selection Button 5
};


//Aim Member.c
//The page in which the player's hires AIM mercenaries

//The following text is used with the video conference popup

STR16			VideoConfercingText[] =
{
	L"Costo del contratto:",				//Title beside the cost of hiring the merc

	//Text on the buttons to select the length of time the merc can be hired

	L"1 giorno",										
	L"1 settimana",
	L"2 settimane",

	//Text on the buttons to determine if you want the merc to come with the equipment 

	L"Nessun equip.",
	L"Compra equip.",

	// Text on the Buttons

	L"TRASFERISCI FONDI",			// to actually hire the merc
	L"ANNULLA",				// go back to the previous menu
	L"ARRUOLA",				// go to menu in which you can hire the merc
	L"TACI",				// stops talking with the merc
	L"OK",									
	L"LASCIA MESSAGGIO",			// if the merc is not there, you can leave a message 

	//Text on the top of the video conference popup

	L"Videoconferenza con",		
	L"Connessione...",

	L"con deposito"			// Displays if you are hiring the merc with the medical deposit
};



//Aim Member.c
//The page in which the player hires AIM mercenaries

// The text that pops up when you select the TRANSFER FUNDS button

STR16			AimPopUpText[] =
{
	L"TRASFERIMENTO ELETTRONICO FONDI RIUSCITO",	// You hired the merc
	L"NON IN GRADO DI TRASFERIRE",		// Player doesn't have enough money, message 1
	L"FONDI INSUFFICIENTI",				// Player doesn't have enough money, message 2

	// if the merc is not available, one of the following is displayed over the merc's face

	L"In missione",											
	L"Lascia messaggio",
	L"Deceduto",

	//If you try to hire more mercs than game can support

	L"Avete già una squadra di mercenari.",

	L"Messaggio già registrato",
	L"Messaggio registrato",
};


//AIM Link.c

STR16			AimLinkText[] =
{
	L"Collegamenti dell'A.I.M.",	//The title of the AIM links page
};



//Aim History

// This page displays the history of AIM

STR16			AimHistoryText[] =
{
	L"Storia dell'A.I.M.",					//Title

	// Text on the buttons at the bottom of the page

	L"Indietro",
	L"Home Page", 
	L"Associati",
	L"Avanti",
};


//Aim Mug Shot Index

//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page.

STR16			AimFiText[] =
{
	// displays the way in which the mercs were sorted

	L"Prezzo ",
	L"Esperienza",
	L"Mira",
	L"Pronto socc.",
	L"Esplosivi",
	L"Meccanica",

	// The title of the page, the above text gets added at the end of this text

	L"Membri scelti dell'A.I.M. in ordine crescente secondo %s",
	L"Membri scelti dell'A.I.M. in ordine decrescente secondo %s",

	// Instructions to the players on what to do

	L"Clic sinistro",
	L"Per scegliere un mercenario.",			//10
	L"Clic destro",
	L"Per selezionare opzioni",

	// Gets displayed on top of the merc's portrait if they are...

	L"Via",
	L"Deceduto",						//14
	L"In missione",
};



//AimArchives.
// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM

STR16			AimAlumniText[] =
{
	// Text of the buttons

	L"PAGINA 1",
	L"PAGINA 2",
	L"PAGINA 3",

	L"Membri dell'A.I.M.",	// Title of the page

	L"FINE"			// Stops displaying information on selected merc
};






//AIM Home Page

STR16			AimScreenText[] =
{
	// AIM disclaimers
	
	L"A.I.M. e il logo A.I.M. sono marchi registrati in diversi paesi.",
	L"Di conseguenza, non cercate di copiarci.",
	L"Copyright 1998-1999 A.I.M., Ltd. Tutti i diritti riservati.",

	//Text for an advertisement that gets displayed on the AIM page

	L"Servizi riuniti floreali",
	L"\"Atterriamo col paracadute ovunque\"",				//10
	L"Fallo bene",
	L"... la prima volta",
	L"Se non abbiamo armi e oggetti, non ne avrete bisogno.",
};


//Aim Home Page

STR16			AimBottomMenuText[] =
{
	//Text for the links at the bottom of all AIM pages
	L"Home Page",
	L"Membri",
	L"Associati",
	L"Assicurazioni",
	L"Storia",
	L"Collegamenti",
};



//ShopKeeper Interface
// The shopkeeper interface is displayed when the merc wants to interact with 
// the various store clerks scattered through out the game.

STR16 SKI_Text[ ] = 
{
	L"MERCANZIA IN STOCK",		//Header for the merchandise available
	L"PAGINA",				//The current store inventory page being displayed
	L"COSTO TOTALE",				//The total cost of the the items in the Dealer inventory area
	L"VALORE TOTALE",			//The total value of items player wishes to sell
	L"STIMATO",				//Button text for dealer to evaluate items the player wants to sell
	L"TRANSAZIONE",			//Button text which completes the deal. Makes the transaction.
	L"FINE",				//Text for the button which will leave the shopkeeper interface.
	L"COSTO DI RIPARAZIONE",			//The amount the dealer will charge to repair the merc's goods
	L"1 ORA",			// SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired
	L"%d ORE",		// PLURAL!   The text underneath the inventory slot when an item is given to the dealer to be repaired
	L"RIPARATO",		// Text appearing over an item that has just been repaired by a NPC repairman dealer
	L"Non c'è abbastanza spazio nel vostro margine di ordine.",	//Message box that tells the user there is no more room to put there stuff
	L"%d MINUTI",		// The text underneath the inventory slot when an item is given to the dealer to be repaired
	L"Lascia oggetto a terra.",
};

//ShopKeeper Interface
//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine

STR16	SkiAtmText[] =
{
	//Text on buttons on the banking machine, displayed at the bottom of the page
	L"0",
	L"1",
	L"2",
	L"3",
	L"4",
	L"5",
	L"6",
	L"7",
	L"8",
	L"9",
	L"OK",						// Transfer the money
	L"Prendi",					// Take money from the player
	L"Dai",					// Give money to the player
	L"Annulla",					// Cancel the transfer
	L"Pulisci",					// Clear the money display
};


//Shopkeeper Interface
STR16	gzSkiAtmText[] = 
{	

	// Text on the bank machine panel that....
	L"Seleziona tipo",			// tells the user to select either to give or take from the merc
	L"Inserisci somma",			// Enter the amount to transfer
	L"Trasferisci fondi al mercenario",		// Giving money to the merc
	L"Trasferisci fondi dal mercenario",		// Taking money from the merc
	L"Fondi insufficienti",			// Not enough money to transfer
	L"Bilancio",				// Display the amount of money the player currently has
};


STR16	SkiMessageBoxText[] =
{
	L"Volete sottrarre %s dal vostro conto principale per coprire la differenza?",
	L"Fondi insufficienti. Avete pochi %s",
	L"Volete sottrarre %s dal vostro conto principale per coprire la spesa?",
	L"Rivolgetevi all'operatore per iniziare la transazione",
	L"Rivolgetevi all'operatore per riparare gli oggetti selezionati",
	L"Fine conversazione",
	L"Bilancio attuale",
};


//OptionScreen.c

STR16	zOptionsText[] = 
{
	//button Text
	L"Salva partita",
	L"Carica partita",
	L"Abbandona",
	L"Next",
	L"Prev",
	L"Fine",

	//Text above the slider bars
	L"Effetti",
	L"Parlato",
	L"Musica",

	//Confirmation pop when the user selects..
	L"Volete terminare la partita e tornare al menu principale?",

	L"Avete bisogno dell'opzione 'Parlato' o di quella 'Sottotitoli' per poter giocare.",
};


//SaveLoadScreen 
STR16			zSaveLoadText[] = 
{
	L"Salva partita",
	L"Carica partita",
	L"Annulla",
	L"Salvamento selezionato",
	L"Caricamento selezionato",

	L"Partita salvata con successo",
	L"ERRORE durante il salvataggio!",
	L"Partita caricata con successo",
	L"ERRORE durante il caricamento!",

	L"La versione del gioco nel file della partita salvata è diverso dalla versione attuale. È abbastanza sicuro proseguire. Continuate?",
	L"I file della partita salvata potrebbero essere annullati. Volete cancellarli tutti?",

	//Translators, the next two strings are for the same thing.  The first one is for beta version releases and the second one
	//is used for the final version.  Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are
	//used by the compiler and will cause program errors if modified/removed.  It's okay to translate the strings though.
#ifdef JA2BETAVERSION
	L"La versionbe salvata è cambiata. Fateci avere un report, se incontrate problemi. Continuate?",
#else
	L"Tentativo di caricare una versione salvata più vecchia. Aggiornate e caricate automaticamente quella salvata?",
#endif

	//Translators, the next two strings are for the same thing.  The first one is for beta version releases and the second one
	//is used for the final version.  Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are
	//used by the compiler and will cause program errors if modified/removed.  It's okay to translate the strings though.
#ifdef JA2BETAVERSION
	L"La versione salvata e la versione della partita sono cambiate. Fateci avere un report, se incontrate problemi. Continuate?",
#else
	L"Tentativo di caricare una vecchia versione salvata. Aggiornate e caricate automaticamente quella salvata?",
#endif

	L"Siete sicuri di volere sovrascrivere la partita salvata nello slot #%d?",
	L"Volete caricare la partita dallo slot #",


	//The first %d is a number that contains the amount of free space on the users hard drive,
	//the second is the recommended amount of free space.
	L"Lo spazio su disco si sta esaurendo. Sono disponibili solo %d MB, mentre per giocare a Jagged dovrebbero esserci almeno %d MB liberi .",	

	L"Salvataggio in corso",			//When saving a game, a message box with this string appears on the screen

	L"Armi normali",
	L"Tonn. di armi",
	L"Stile realistico",
	L"Stile fantascientifico",

	L"Difficoltà",
	L"Platinum Mode", //Placeholder English
	L"Bobby Ray's",
	L"Good Selection",
	L"Great Selection",
	L"Excellent Selection",
	L"Awesome Selection",

	L"New Inventory does not work in 640x480 screen size.  Please resize and try again.",
	L"New Inventory does not work from the default 'Data' folder.",
};



//MapScreen
STR16		zMarksMapScreenText[] =
{
	L"Livello mappa",
	L"Non avete soldati. Avete bisogno di addestrare gli abitanti della città per poter disporre di un esercito cittadino.",
	L"Entrata giornaliera",
	L"Il mercenario ha l'assicurazione sulla vita", 
	L"%s non è stanco.", 
	L"%s si sta muovendo e non può riposare", 
	L"%s è troppo stanco, prova un po' più tardi.",
	L"%s sta guidando.",
	L"La squadra non può muoversi, se un mercenario dorme.",

	// stuff for contracts
	L"Visto che non potete pagare il contratto, non avete neanche i soldi per coprire il premio dell'assicurazione sulla vita di questo nercenario.",
	L"%s premio dell'assicurazione costerà %s per %d giorno(i) extra. Volete pagare?",
	L"Settore inventario",
	L"Il mercenario ha una copertura medica.",
	
	// other items
	L"Medici", // people acting a field medics and bandaging wounded mercs 
	L"Pazienti", // people who are being bandaged by a medic 
	L"Fine", // Continue on with the game after autobandage is complete 
	L"Ferma", // Stop autobandaging of patients by medics now 
	L"Siamo spiacenti. Questa opzione è stata disabilitata in questo demo.", // informs player this option/button has been disabled in the demo 
	L"%s non ha un kit di riparazione.",
	L"%s non ha un kit di riparazione.",
	L"Non ci sono abbastanza persone che vogliono essere addestrate ora.",
	L"%s è pieno di soldati.",
	L"Il mercenario ha un contratto a tempo determinato.", 
	L"Il contratto del mercenario non è assicurato",
	// HEADROCK HAM 4: Prompt messages when turning on Mobile Militia Restrictions view.
	L"You currently have no Mobile Militia. Return to this view mode once you've recruited some.",
	L"This view shows where your Mobile Militia can and cannot go. GREY = Mobile Militia refuse to go here. RED = Mobile Militia can go here, but you've told them not to. YELLOW = Mobile Militia can enter this sector, but not leave. GREEN = Mobile Militia can go here freely. Right click a Green/Yellow sector to cycle its behavior.",
};


STR16 pLandMarkInSectorString[] =
{
	L"La squadra %d ha notato qualcuno nel settore %s",
};

// confirm the player wants to pay X dollars to build a militia force in town
STR16 pMilitiaConfirmStrings[] =
{
	L"Addestrare una squadra dell'esercito cittadino costerà $", // telling player how much it will cost
	L"Approvate la spesa?", // asking player if they wish to pay the amount requested
	L"Non potete permettervelo.", // telling the player they can't afford to train this town
	L"Continuate ad aeddestrare i soldati in %s (%s %d)?", // continue training this town?
	L"Costo $", // the cost in dollars to train militia
	L"(S/N)",   // abbreviated yes/no
	L"",	// unused
	L"Addestrare l'esrecito cittadino nei settori di %d costerà $ %d. %s", // cost to train sveral sectors at once
	L"Non potete permettervi il $%d per addestrare l'esercito cittadino qui.",
	L"%s ha bisogno di una percentuale di %d affinché possiate continuare ad addestrare i soldati.",
	L"Non potete più addestrare i soldati a %s.",
	L"You cannot afford the $%d to train mobile militia here.", // HEADROCK HAM 3.6: Mobile Militia		// TODO.Translate
	L"Continue training mobile militia in %s (%s %d)?", // HEADROCK HAM 3.6: Mobile Militia				// TODO.Translate
	L"Training mobile militia in %d sectors will cost $ %d. %s", // HEADROCK HAM 3.6: Mobile Militia	// TODO.Translate
	L"Training a squad of mobile militia will cost $", // HEADROCK HAM 3.6: Mobile Militia				// TODO.Translate
};

//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel
STR16	gzMoneyWithdrawMessageText[] = 
{
	L"Potete prelevare solo fino a $20,000 alla volta.",
	L"Sieti sicuri di voler depositare il %s sul vostro conto?",
};

STR16	gzCopyrightText[] = 
{
	L"Copyright (C) 1999 Sir-tech Canada Ltd. Tutti i diritti riservati.",
};

//option Text
STR16		zOptionsToggleText[] = 
{
	L"Parlato",
	L"Conferme mute",
	L"Sottotitoli",
	L"Mettete in pausa il testo del dialogo",
	L"Fumo dinamico",
	L"Sangue e violenza",
	L"Non è necessario usare il mouse!",
	L"Vecchio metodo di selezione",
	L"Mostra il percorso dei mercenari",
	L"Mostra traiettoria colpi sbagliati",
	L"Conferma in tempo reale",
	L"Visualizza gli avvertimenti sveglio/addormentato",
	L"Utilizza il sistema metrico",
	L"Tragitto illuminato durante gli spostamenti",
	L"Sposta il cursore sui mercenari",
	L"Sposta il cursore sulle porte",
	L"Evidenzia gli oggetti",
	L"Mostra le fronde degli alberi",
	L"Mostra strutture",
	L"Mostra il cursore 3D",
	L"Show Chance to Hit on cursor",
	L"GL Burst uses Burst cursor",
	L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO
	L"High angle Grenade launching",
	L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO
	L"Space selects next Squad",
	L"Show Item Shadow",
	L"Show Weapon Ranges in Tiles",
	L"Tracer effect for single shot",
	L"Rain noises",
	L"Allow crows",
	L"Show Soldier Tooltips",
	L"Auto save",
	L"Silent Skyrider",
	//L"Low CPU usage",
	L"Enhanced Description Box",
	L"Forced Turn Mode",					// add forced turn mode
	L"Stat Progress Bars",					// Show progress towards stat increase		// TODO.Translate
	L"Alternate Strategy-Map Colors",		// Change color scheme of Strategic Map
	L"Alternate bullet graphics",			// Show alternate bullet graphics (tracers) // TODO.Translate
	L"Activate New CTH system",				// use NCTH
	L"Show Face gear graphics",				// TODO.Translate
	L"Show Face gear icons",
	L"Disable Cursor Swap",		            // Disable Cursor Swap		// TODO.Translate
	L"--Cheat Mode Options--",				// TOPTION_CHEAT_MODE_OPTIONS_HEADER,
	L"Force Bobby Ray shipments",			// force all pending Bobby Ray shipments
	L"-----------------",					// TOPTION_CHEAT_MODE_OPTIONS_END
	L"--DEBUG OPTIONS--",					// an example options screen options header (pure text)
	L"Report Miss Offsets",					// Screen messages showing amount and direction of shot deviation.	// TODO.Translate
	L"Reset ALL game options",				// failsafe show/hide option to reset all options
	L"Do you really want to reset?",		// a do once and reset self option (button like effect)
	L"Debug Options in other builds",		// allow debugging in release or mapeditor
	L"DEBUG Render Option group",			// an example option that will show/hide other options
	L"Render Mouse Regions",				// an example of a DEBUG build option
	L"-----------------",					// an example options screen options divider (pure text)

	// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
	L"THE_LAST_OPTION",
};

//This is the help text associated with the above toggles.
STR16	zOptionsScreenHelpText[] =
{
	// HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better.

	//speech
	L"Attivate questa opzione, se volete ascoltare il dialogo dei personaggi.",

	//Mute Confirmation
	L"Attivate o disattivate le conferme verbali dei personaggi.",

	//Subtitles
	L"Controllate se il testo su schermo viene visualizzato per il dialogo.",

	//Key to advance speech
	L"Se i sottotitoli sono attivati, utilizzate questa opzione per leggere tranquillamente i dialoghi NPC.",

	//Toggle smoke animation
	L"Disattivate questa opzione, se il fumo dinamico diminuisce la frequenza d'aggiornamento.",

	//Blood n Gore
	L"Disattivate questa opzione, se il sangue vi disturba.",

	//Never move my mouse
	L"Disattivate questa opzione per muovere automaticamente il mouse sulle finestre a comparsa di conferma al loro apparire.",

	//Old selection method
	L"Attivate questa opzione per selezionare i personaggi e muoverli come nel vecchio JA (dato che la funzione è stata invertita).",

	//Show movement path
	L"Attivate questa opzione per visualizzare i sentieri di movimento in tempo reale (oppure disattivatela utilizzando il tasto |M|A|I|U|S|C).",

	//show misses
	L"Attivate per far sì che la partita vi mostri dove finiscono i proiettili quando \"sbagliate\".",
	
	//Real Time Confirmation
	L"Se attivata, sarà richiesto un altro clic su \"salva\" per il movimento in tempo reale.",

	//Sleep/Wake notification
  L"Se attivata, verrete avvisati quando i mercenari in \"servizio\" vanno a riposare e quando rientrano in servizio.",

	//Use the metric system
	L"Se attivata, utilizza il sistema metrico di misurazione; altrimenti ricorre al sistema britannico.",

	//Merc Lighted movement
	L"Se attivata, il mercenario mostrerà il terreno su cui cammina. Disattivatela per un aggiornamento più veloce.",

	//Smart cursor
	L"Se attivata, muovendo il cursore vicino ai vostri mercenari li evidenzierà automaticamente.",

	//snap cursor to the door
	L"Se attivata, muovendo il cursore vicino a una porta farà posizionare automaticamente il cursore sopra di questa.",

	//glow items 
	L"Se attivata, l'opzione evidenzierà gli |Oggetti automaticamente.",

	//toggle tree tops
	L"Se attivata, mostra le |fronde degli alberi.",

	//toggle wireframe
	L"Se attivata, visualizza le |Strutture dei muri nascosti.",

	L"Se attivata, il cursore di movimento verrà mostrato in 3D (|Home).",

	// Options for 1.13
	L"When ON, the chance to hit is shown on the cursor.",
	L"When ON, GL burst uses burst cursor.",
	L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO
	L"When ON, grenade launchers fire grenades at higher angles (|Q).",
	L"When ON, the turn based mode will not be entered when sneaking unnoticed and seeing an enemy unless pressing |C|t|r+|X.", // Changed from Restrict Extra Aim Levels - SANDRO
	L"When ON, |S|p|a|c|e selects next squad automatically.",
	L"When ON, item shadows will be shown.",
	L"When ON, weapon ranges will be shown in tiles.",
	L"When ON, tracer effect will be shown for single shots.",
	L"When ON, you will hear rain noises when it is raining.",
	L"When ON, the crows are present in game.",
	L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.", 
	L"When ON, game will be saved in 2 alternate save slots after each players turn.",
	L"When ON, Skyrider will not talk anymore.",
	//L"When ON, game will run with much lower CPU usage.",
	L"When ON, enhanced descriptions will be shown for items and weapons.",
	L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).",	// add forced turn mode
	L"When ON, shows character progress towards gaining levels.",	// TODO.Translate
	L"When ON, the Strategic Map will be colored differently based on exploration.",
	L"When ON, alternate bullet graphics will be shown when you shoot.", // TODO.Translate
	L"When ON, New CTH system and cursor is used.",
	L"When ON, you will see the equipped face gear on the merc portraits.",	// TODO.Translate
	L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.",
	L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.",	// TODO.Translate
	L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
	L"Force all pending Bobby Ray shipments",
	L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
	L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER",			// an example options screen options header (pure text)
	L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.",
	L"Click me to fix corrupt game settings",							// failsafe show/hide option to reset all options
	L"Click me to fix corrupt game settings",							// a do once and reset self option (button like effect)
	L"Allows debug options in release or mapeditor builds",				// allow debugging in release or mapeditor
	L"Toggle to display debugging render options",						// an example option that will show/hide other options
	L"Attempts to display slash-rects around mouse regions",			// an example of a DEBUG build option
	L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END",				// an example options screen options divider (pure text)


	// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
	L"TOPTION_LAST_OPTION",
};


STR16	gzGIOScreenText[] =
{
	L"INSTALLAZIONE INIZIALE DEL GIOCO",
#ifdef JA2UB
	L"Random Manuel texts",
	L"Off",
	L"On",
#else
	L"Versione del gioco",
	L"Realistica",
	L"Fantascientifica",
#endif	
	L"Platinum", //Placeholder English
	L"Opzioni delle armi",
	L"Available Arsenal", // changed by SANDRO
	L"Varietà di armi",
	L"Normale",
	L"Livello di difficoltà",
	L"Principiante",
	L"Esperto",
	L"Professionista",
	L"Start",		// TODO.Translate
	L"Annulla",
	L"Difficoltà extra",
	L"Tempo illimitato",
	L"Turni a tempo",
	L"Disabilitato per Demo",
	L"Bobby Ray's Selection",
	L"Good",
	L"Great",
	L"Excellent",
	L"Awesome",
	L"INSANE",
	L"Inventory / Attachments",	// TODO.Translate
	L"NOT USED",
	L"NOT USED",
	L"Load MP Game",
	L"INITIAL GAME SETTINGS (Only the server settings take effect)",
	// Added by SANDRO
	L"Skill Traits",
	L"Old",
	L"New",
	L"Max IMP Characters",
	L"1",
	L"2",
	L"3",
	L"4",
	L"5",
	L"6",
	L"Enemies Drop All Items",
	L"Off",
	L"On",
#ifdef JA2UB
	L"Tex and John",
	L"Random",
	L"All",
#else
	L"Number of Terrorists",
	L"Random",
	L"All",
#endif	
	L"Secret Weapon Caches",
	L"Random",
	L"All",
	L"Progress Speed of Item Choices",
	L"Very Slow",
	L"Slow",
	L"Normal",
	L"Fast",
	L"Very Fast",

	// TODO.Translate
	L"Old / Old",
	L"New / Old",
	L"New / New",
};

STR16	gzMPJScreenText[] =
{
	L"MULTIPLAYER",
	L"Join",
	L"Host",
	L"Cancel",
	L"Refresh",
	L"Player Name",
	L"Server IP",
	L"Port",
	L"Server Name",
	L"# Plrs",
	L"Version",
	L"Game Type",
	L"Ping",
	L"You must enter a player name.",
	L"You must enter a valid server IP address. For example: 84.114.195.239",
	L"You must enter a valid Server Port between 1 and 65535.",
};

// TODO.Translate
STR16 gzMPJHelpText[] =
{
	L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.",

	L"HOST",
	L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.",
	L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com",
	L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.",
	L"Click on 'Host' to host a new Multiplayer Game.",
	
	L"JOIN",
	L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.",
	L"Enter the external IP and the Port number from the host.",
	L"Click on 'Join' to join an already hosted Multiplayer Game.",
};

// TODO.Translate
STR16	gzMPHScreenText[] =
{
	L"HOST GAME",
	L"Start",
	L"Cancel",
	L"Server Name",
	L"Game Type",
	L"Deathmatch",
	L"Team-Deathmatch",
	L"Co-Operative",
	L"Maximum Players",
	L"Maximum Mercs",
	L"Merc Selection",
	L"Merc Hiring",
	L"Hired by Player",
	L"Starting Cash",
	L"Allow Hiring Same Merc",
	L"Report Hired Mercs",
	L"Bobby Rays",
	L"Sector Starting Edge",
	L"You must enter a server name",
	L"",
	L"",
	L"Starting Time",
	L"",
	L"",
	L"Weapon Damage",
	L"",
	L"Timed Turns",
	L"",
	L"Enable Civilians in CO-OP",
	L"",
	L"Maximum Enemies in CO-OP",
	L"Synchronize Game Directory",
	L"MP Sync. Directory",
	L"You must enter a file transfer directory.",
	L"(Use '/' instead of '\\' for directory delimiters.)",
	L"The specified synchronisation directory does not exist.",
	L"1",
	L"2",
	L"3",
	L"4",
	L"5",
	L"6",
	// Max. Enemies / Report Hired Merc / Enable Civs in CO-OP
	L"Yes",
	L"No",
	// Starting Time
	L"Morning",
	L"Afternoon",
	L"Night",
	// Starting Cash
	L"Low",
	L"Medium",
	L"Heigh",
	L"Unlimited",
	// Time Turns
	L"Never",
	L"Slow",
	L"Medium",
	L"Fast",
	// Weapon Damage
	L"Very low",
	L"Low",
	L"Normal",
	// Merc Hire
	L"Random",
	L"Normal",
	// Sector Edge
	L"Random",
	L"Selectable",
	// Bobby Ray / Hire same merc
	L"Disable",
	L"Allow",
};

STR16 pDeliveryLocationStrings[] =
{
	L"Austin",			//Austin, Texas, USA	
	L"Baghdad",			//Baghdad, Iraq (Suddam Hussein's home)
	L"Drassen",			//The main place in JA2 that you can receive items.  The other towns are dummy names...
	L"Hong Kong",		//Hong Kong, Hong Kong
	L"Beirut",			//Beirut, Lebanon	(Middle East)
	L"Londra",			//London, England
	L"Los Angeles",	//Los Angeles, California, USA (SW corner of USA)
	L"Meduna",			//Meduna -- the other airport in JA2 that you can receive items.
	L"Metavira",		//The island of Metavira was the fictional location used by JA1
	L"Miami",				//Miami, Florida, USA (SE corner of USA)
	L"Mosca",			//Moscow, USSR
	L"New York",		//New York, New York, USA
	L"Ottawa",			//Ottawa, Ontario, Canada -- where JA2 was made!
	L"Parigi",				//Paris, France
	L"Tripoli",			//Tripoli, Libya (eastern Mediterranean)
	L"Tokyo",				//Tokyo, Japan
	L"Vancouver",		//Vancouver, British Columbia, Canada (west coast near US border)
};

STR16 pSkillAtZeroWarning[] =
{ //This string is used in the IMP character generation.  It is possible to select 0 ability
	//in a skill meaning you can't use it.  This text is confirmation to the player.
	L"Siete sicuri? Un valore di zero significa NESSUNA abilità.",
};

STR16 pIMPBeginScreenStrings[] =
{
	L"(max 8 personaggi)",
};

STR16 pIMPFinishButtonText[ 1 ]=
{
	L"Analisi",
};

STR16 pIMPFinishStrings[ ]=
{
	L"Grazie, %s", //%s is the name of the merc
};

// the strings for imp voices screen
STR16 pIMPVoicesStrings[] =
{
	L"Voce", 
};

STR16 pDepartedMercPortraitStrings[ ]=
{
	L"Ucciso in azione",
	L"Licenziato",
	L"Altro",
};

// title for program
STR16 pPersTitleText[] =
{
	L"Manager del personale",
};

// paused game strings
STR16 pPausedGameText[] =
{
	L"Partita in pausa",
	L"Riprendi la partita (|P|a|u|s|a)",
	L"Metti in pausa la partita (|P|a|u|s|a)",
};


STR16 pMessageStrings[] =
{
	L"Vuoi uscire dalla partita?",
	L"OK",
	L"SÌ",
	L"NO",
	L"ANNULLA",
	L"RIASSUMI",
	L"MENTI",
	L"Nessuna descrizione", //Save slots that don't have a description.
	L"Partita salvata.",
	L"Partita salvata.",
	L"Salvataggio rapido", //The name of the quicksave file (filename, text reference)
	L"Partita salvata",	//The name of the normal savegame file, such as SaveGame01, SaveGame02, etc.
	L"salv.",				//The 3 character dos extension (represents sav)
	L"..\\Partite salvate", //The name of the directory where games are saved.
	L"Giorno",
	L"Mercenari",
	L"Slot vuoto", //An empty save game slot
	L"Demo",				//Demo of JA2
	L"Rimuovi",				//State of development of a project (JA2) that is a debug build
	L"Abbandona",			//Release build for JA2
	L"ppm",					//Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute.
	L"dm",					//Abbreviation for minute.
	L"m",						//One character abbreviation for meter (metric distance measurement unit).
	L"colpi",				//Abbreviation for rounds (# of bullets)
	L"kg",					//Abbreviation for kilogram (metric weight measurement unit)
	L"lb",					//Abbreviation for pounds (Imperial weight measurement unit)
	L"Home Page",				//Home as in homepage on the internet.
	L"USD",					//Abbreviation to US dollars
	L"n/a",					//Lowercase acronym for not applicable.
	L"In corso",		//Meanwhile
	L"%s si trova ora nel settore %s%s", //Name/Squad has arrived in sector A9.  Order must not change without notifying
																		//SirTech
	L"Versione",
	L"Slot di salvataggio rapido vuoto",
	L"Questo slot è riservato ai salvataggi rapidi fatti dalle schermate tattiche e dalla mappa utilizzando ALT+S.",
	L"Aperto",
	L"Chiuso",
	L"Lo spazio su disco si sta esaurendo. Avete liberi solo %s MB e Jagged Alliance 2 v1.13 ne richiede %s.",
	L"Arruolato %s dall'A.I.M.", 
	L"%s ha preso %s.",		//'Merc name' has caught 'item' -- let SirTech know if name comes after item.
	L"%s ha assunto della droga.", //'Merc name' has taken the drug
	L"%s non ha alcuna abilità medica",//'Merc name' has no medical skill.

	//CDRom errors (such as ejecting CD while attempting to read the CD)
	L"L'integrità del gioco è stata compromessa.",
	L"ERRORE: CD-ROM non valido",

	//When firing heavier weapons in close quarters, you may not have enough room to do so.
	L"Non c'è spazio per sparare da qui.",
	
	//Can't change stance due to objects in the way...
	L"Non potete cambiare posizione questa volta.",

	//Simple text indications that appear in the game, when the merc can do one of these things.
	L"Fai cadere",
	L"Getta",
	L"Passa",

	L"%s è passato a %s.", //"Item" passed to "merc".  Please try to keep the item %s before the merc %s, otherwise,
											 //must notify SirTech.
	L"Nessun spazio per passare %s a %s.", //pass "item" to "merc".  Same instructions as above.

	//A list of attachments appear after the items.  Ex:  Kevlar vest (Ceramic Plate 'Attached)'
	L" compreso )",

	//Cheat modes
	L"Raggiunto il livello Cheat UNO",
	L"Raggiunto il livello Cheat DUE",

	//Toggling various stealth modes
	L"Squadra in modalità furtiva.",
	L"Squadra non in modalità furtiva.",
	L"%s in modalità furtiva.",
	L"%s non in modalità furtiva.",

	//Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in 
	//an isometric engine.  You can toggle this mode freely in the game.
	L"Strutture visibili",
	L"Strutture nascoste",

	//These are used in the cheat modes for changing levels in the game.  Going from a basement level to
	//an upper level, etc.  
	L"Non potete passare al livello superiore...",
	L"Non esiste nessun livello inferiore...",
	L"Entra nel seminterrato %d...",
	L"Abbandona il seminterrato...",

	L"di",		// used in the shop keeper inteface to mark the ownership of the item eg Red's gun
	L"Modalità segui disattiva.",
	L"Modalità segui attiva.",
	L"Cursore 3D disattivo.",
	L"Cursore 3D attivo.",
	L"Squadra %d attiva.",
	L"Non potete permettervi di pagare a %s un salario giornaliero di %s",	//first %s is the mercs name, the seconds is a string containing the salary
	L"Salta",
	L"%s non può andarsene da solo.",
	L"Un salvataggio è stato chiamato SaveGame249.sav. Se necessario, rinominatelo da SaveGame01 a SaveGame10 e così potrete accedervi nella schermata di caricamento.",
	L"%s ha bevuto del %s",
	L"Un pacco è arivato a Drassen.",
 	L"%s dovrebbe arrivare al punto designato di partenza (settore %s) nel giorno %d, approssimativamente alle ore %s.",		//first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
	L"Registro aggiornato.",
	L"Grenade Bursts use Targeting Cursor (Spread fire enabled)",
	L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)",
	L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO
	L"Disabled Soldier Tooltips", // Changed from Drop All Off - SANDRO
	L"Grenade Launchers fire at standard angles",
	L"Grenade Launchers fire at higher angles",
	// forced turn mode strings
    L"Forced Turn Mode",
	L"Normal turn mode",
	L"Exit combat mode",
	L"Forced Turn Mode Active, Entering Combat",
	L"Salvataggio riuscito della partita nello slot End Turn Auto Save.",
	L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
	L"Client",

	// TODO.Translate
	L"You cannot use the Old Inventory and the New Attachment System at the same time.",
	
	// TODO.Translate
	L"Auto Save #", //91		// Text des Auto Saves im Load Screen mit ID
	L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92	// The text, when the user clicks on the save screen on an auto save
	L"Empty Auto Save Slot #", //93	// The text, when the auto save slot (1 - 5) is empty (not saved yet)
	L"AutoSaveGame",		// 94	// The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
	L"End-Turn Save #",	// 95	// The text for the tactical end turn auto save
	L"Saving Auto Save #",	// 96	// The message box, when doing auto save
	L"Saving",	// 97	// The message box, when doing end turn auto save
	L"Empty End-Turn Save Slot #",	// 98	// The message box, when doing auto save
	L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99	// The text, when the user clicks on the save screen on an auto save
	// Mouse tooltips
	L"QuickSave.sav",	// 100
	L"AutoSaveGame%02d.sav",	// 101
	L"Auto%02d.sav",	// 102
	L"SaveGame%02d.sav", //103
};


CHAR16 ItemPickupHelpPopup[][40] =
{
	L"OK",
	L"Scorrimento su",
	L"Seleziona tutto",
	L"Scorrimento giù",
	L"Annulla",
};

STR16 pDoctorWarningString[] =
{
	L"%s non è abbstanza vicina per poter esser riparata.",
	L"I vostri medici non sono riusciti a bendare completamente tutti.",
};

STR16 pMilitiaButtonsHelpText[] =
{
	L"Raccogli (Clicca di destro)/lascia (Clicca di sinistro) le truppe verdi", // button help text informing player they can pick up or drop militia with this button
	L"Raccogli (Clicca di destro)/lascia (Clicca di sinistro) le truppe regolari",
	L"Raccogli (Clicca di destro)/lascia (Clicca di sinistro) le truppe veterane",
	L"Distribuisci equamente i soldati disponibili tra i vari settori",
};

STR16 pMapScreenJustStartedHelpText[] =
{
	L"Andate all'A.I.M. e arruolate alcuni mercenari (*Hint* è nel Laptop)", // to inform the player to hired some mercs to get things going
	L"Quando sarete pronti per partire per Arulco, cliccate sul pulsante nella parte in basso a destra dello schermo.", // to inform the player to hit time compression to get the game underway
};

STR16 pAntiHackerString[] = 
{
	L"Errore. File mancanti o corrotti. Il gioco verrà completato ora.",
};


STR16 gzLaptopHelpText[] =
{
	//Buttons:
	L"Visualizza E-mail",
	L"Siti web",
	L"Visualizza file e gli attach delle E-mail",
	L"Legge il registro degli eventi",
	L"Visualizza le informazioni inerenti la squadra",
	L"Visualizza la situazione finanziaria e la storia",
	L"Chiude laptop",

	//Bottom task bar icons (if they exist):
	L"Avete nuove E-mail",
	L"Avete nuovi file",

	//Bookmarks:
	L"Associazione Internazionale Mercenari",
	L"Ordinativi di armi online dal sito di Bobby Ray",
	L"Istituto del Profilo del Mercenario",
	L"Centro più economico di reclutamento",
	L"Impresa di pompe funebri McGillicutty",
	L"Servizio Fioristi Riuniti",
	L"Contratti assicurativi per agenti A.I.M.",
	//New Bookmarks
	L"",
	L"Encyclopedia",
	L"Briefing Room",
};


STR16	gzHelpScreenText[] =
{
	L"Esci dalla schermata di aiuto",	
};

STR16 gzNonPersistantPBIText[] =
{
	L"È in corso una battaglia. Potete solo ritirarvi dalla schermata delle tattiche.",
	L"|Entra nel settore per continuare l'attuale battaglia in corso.",
	L"|Automaticamente decide l'esito della battaglia in corso.",
	L"Non potete decidere l'esito della battaglia in corso automaticamente, se siete voi ad attaccare.",
	L"Non potete decidere l'esito della battaglia in corso automaticamente, se subite un'imboscata.",
	L"Non potete decidere l'esito della battaglia in corso automaticamente, se state combattendo contro le creature nelle miniere.",
	L"Non potete decidere l'esito della battaglia in corso automaticamente, se ci sono civili nemici.",
	L"Non potete decidere l'esito della battaglia in corso automaticamente, se ci sono dei Bloodcat.",
	L"BATTAGLIA IN CORSO",
	L"Non potete ritirarvi ora.",
};

STR16 gzMiscString[] =
{
	L"I vostri soldati continuano a combattere senza l'aiuto dei vostri mercenari...",
	L"Il veicolo non ha più bisogno di carburante.",
	L"La tanica della benzina è piena %d%%.",
	L"L'esercito di Deidrannaha riguadagnato il controllo completo su %s.",
	L"Avete perso una stazione di rifornimento.",
};

STR16	gzIntroScreen[] = 
{
	L"Video introduttivo non trovato",
};

// These strings are combined with a merc name, a volume string (from pNoiseVolStr),
// and a direction (either "above", "below", or a string from pDirectionStr) to 
// report a noise.
// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH."
STR16 pNewNoiseStr[] =
{
	L"%s sente un %s rumore proveniente da %s.",
	L"%s sente un %s rumore di MOVIMENTO proveniente da %s.",
	L"%s sente uno %s SCRICCHIOLIO proveniente da %s.",
	L"%s sente un %s TONFO NELL'ACQUA proveniente da %s.",
	L"%s sente un %s URTO proveniente da %s.",
	L"%s sente una %s ESPLOSIONE verso %s.",
	L"%s sente un %s URLO verso %s.",
	L"%s sente un %s IMPATTO verso %s.",
	L"%s sente un %s IMPATTO a %s.",
	L"%s sente un %s SCHIANTO proveniente da %s.",
	L"%s sente un %s FRASTUONO proveniente da %s.",
};

STR16 wMapScreenSortButtonHelpText[] =
{
	L"Nome (|F|1)",
	L"Assegnato (|F|2)",
	L"Tipo di riposo (|F|3)",
	L"Postazione (|F|4)",
	L"Destinazione (|F|5)",
	L"Durata dell'incarico (|F|6)",
};



STR16		BrokenLinkText[] = 
{
	L"Errore 404",
	L"Luogo non trovato.",
};


STR16 gzBobbyRShipmentText[] = 
{
	L"Spedizioni recenti",
	L"Ordine #",
	L"Numero di oggetti",
	L"Ordinato per",
};


STR16	gzCreditNames[]=
{
	L"Chris Camfield",
	L"Shaun Lyng",
	L"Kris Märnes",
	L"Ian Currie",
	L"Linda Currie",
	L"Eric \"WTF\" Cheng",
	L"Lynn Holowka",
	L"Norman \"NRG\" Olsen",
	L"George Brooks",
	L"Andrew Stacey",
	L"Scot Loving",
	L"Andrew \"Big Cheese\" Emmons",
	L"Dave \"The Feral\" French",
	L"Alex Meduna",
	L"Joey \"Joeker\" Whelan",
};


STR16	gzCreditNameTitle[]=
{
	L"Programmatore del gioco", 			// Chris Camfield
	L"Co-designer / Autore",							// Shaun Lyng
	L"Programmatore sistemi strategici & Editor",					//Kris Marnes
	L"Produttore / Co-designer",						// Ian Currie
	L"Co-designer / Designer della mappa",				// Linda Currie
	L"Grafico",													// Eric \"WTF\" Cheng
	L"Coordinatore beta, supporto",				// Lynn Holowka
	L"Grafico straordinario",						// Norman \"NRG\" Olsen
	L"Guru dell'audio",											// George Brooks
	L"Designer delle schermate / Grafico",					// Andrew Stacey
	L"Capo grafico / Animatore",						// Scot Loving
	L"Capo programmatore",									// Andrew \"Big Cheese Doddle\" Emmons
	L"Programmatore",											// Dave French
	L"Programmatore sistemi & bilancio di gioco",					// Alex Meduna
	L"Grafico dei ritratti",								// Joey \"Joeker\" Whelan",
};

STR16	gzCreditNameFunny[]=
{
	L"", 																			// Chris Camfield
	L"(deve ancora esercitarsi con la punteggiatura)",					// Shaun Lyng
	L"(\"Fatto. Devo solo perfezionarmi\")",	//Kris \"The Cow Rape Man\" Marnes
	L"(sta diventando troppo vecchio per questo)",				// Ian Currie
	L"(sta lavorando a Wizardry 8)",						// Linda Currie
	L"(obbligato a occuparsi anche del CQ)",			// Eric \"WTF\" Cheng
	L"(ci ha lasciato per CFSA...)",	// Lynn Holowka
	L"",																			// Norman \"NRG\" Olsen
	L"",																			// George Brooks
	L"(Testa matta e amante del jazz)",						// Andrew Stacey
	L"(il suo nome vero è Robert)",							// Scot Loving
	L"(l'unica persona responsabile)",					// Andrew \"Big Cheese Doddle\" Emmons
	L"(può ora tornare al motocross)",	// Dave French
	L"(rubato da Wizardry 8)",							// Alex Meduna
	L"",	// Joey \"Joeker\" Whelan",
};

STR16 sRepairsDoneString[] =
{
	L"%s ha finito di riparare gli oggetti",
	L"%s ha finito di riparare le armi e i giubbotti antiproiettile di tutti",
	L"%s ha finito di riparare gli oggetti dell'equipaggiamento di tutti",
	L"%s finished repairing everyone's large carried items",
	L"%s finished repairing everyone's medium carried items",
	L"%s finished repairing everyone's small carried items",
	L"%s finished repairing everyone's LBE gear",
};

STR16 zGioDifConfirmText[]=
{
	//L"You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?",
	L"Avete selezionato la modalità PRINCIPIANTE. Questo scenario è adatto a chi gioca per la prima volta a Jagged Alliance, a chi prova a giocare per la prima volta in generale o a chi desidera combattere battaglie più brevi nel gioco. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità PRINCIPIANTE?",

	//L"You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?",
	L"Avete selezionato la modalità ESPERTO. Questo scenario è adatto a chi ha già una certa dimestichezza con Jagged Alliance o con giochi simili. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità ESPERTO?",

	//L"You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?",
	L"Avete selezionato la modalità PROFESSIONISTA. Siete avvertiti. Non malediteci, se vi ritroverete a brandelli. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità PROFESSIONISTA?",
 
	L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass.  Hard.  Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?",
};

STR16 gzLateLocalizedString[] =
{
	L"%S file di dati della schermata di caricamento non trovato...",

	//1-5
	L"Il robot non può lasciare questo settore, se nessuno sta usando il controller.",

	//This message comes up if you have pending bombs waiting to explode in tactical.
	L"Non potete comprimere il tempo ora. Aspettate le esplosioni!",

	//'Name' refuses to move.
	L"%s si rifiuta di muoversi.",

	//%s a merc name
	L"%s non ha abbastanza energia per cambiare posizione.",

	//A message that pops up when a vehicle runs out of gas.
	L"Il %s ha esaurito la benzina e ora è rimasto a piedi a %c%d.",

	//6-10

	// the following two strings are combined with the pNewNoise[] strings above to report noises
	// heard above or below the merc
	L"sopra",
	L"sotto",

	//The following strings are used in autoresolve for autobandaging related feedback.
	L"Nessuno dei vostri mercenari non sa praticare il pronto soccorso.",
	L"Non ci sono supporti medici per bendare.",
	L"Non ci sono stati supporti medici sufficienti per bendare tutti.",
	L"Nessuno dei vostri mercenari ha bisogno di fasciature.",
	L"Fascia i mercenari automaticamento.",
	L"Tutti i vostri mercenari sono stati bendati.",

	//14
#ifdef JA2UB
	L"Tracona",
#else
	L"Arulco",
#endif
  L"(tetto)",

	L"Salute: %d/%d",

	//In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8"
	//"vs." is the abbreviation of versus.
	L"%d contro %d",
	
	L"Il %s è pieno!",  //(ex "The ice cream truck is full")

  L"%s non ha bisogno immediatamente di pronto soccorso o di fasciature, quanto piuttosto di cure mediche più serie e/o riposo.",

	//20
	//Happens when you get shot in the legs, and you fall down.
	L"%s è stato colpito alla gamba e collassa!",
	//Name can't speak right now.
	L"%s non può parlare ora.",

	//22-24 plural versions 
	L"%d l'esercito verde è stato promosso a veterano.",
	L"%d l'esercito verde è stato promosso a regolare.",
	L"%d l'esercito regolare è stato promosso a veterano.",

	//25
	L"Interruttore",

	//26
	//Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters)
	L"%s è impazzito!",

	//27-28
	//Messages why a player can't time compress.
	L"Non è al momento sicuro comprimere il tempo visto che avete dei mercenari nel settore %s.",
	L"Non è al momento sicuro comprimere il tempo quando i mercenari sono nelle miniere infestate dalle creature.",

	//29-31 singular versions 
	L"1 esercito verde è stato promosso a veterano.",
	L"1 esercito verde è stato promosso a regolare.",
	L"1 eserciro regolare è stato promosso a veterano.",

	//32-34
	L"%s non dice nulla.",
	L"Andate in superficie?",
	L"(Squadra %d)",

	//35
	//Ex: "Red has repaired Scope's MP5K".  Careful to maintain the proper order (Red before Scope, Scope before MP5K)
	L"%s ha riparato %s's %s",

	//36
	L"BLOODCAT",

	//37-38 "Name trips and falls"
	L"%s trips and falls",
	L"Questo oggetto non può essere raccolto qui.",

	//39
	L"Nessuno dei vostri rimanenti mercenari è in grado di combattere. L'esercito combatterà contro le creature da solo.",

	//40-43
	//%s is the name of merc.
	L"%s è rimasto sprovvisto di kit medici!",
	L"%s non è in grado di curare nessuno!",
	L"%s è rimasto sprovvisto di forniture mediche!",
	L"%s non è in grado di riparare niente!",

	//44-45
	L"Tempo di riparazione",
	L"%s non può vedere questa persona.",

	//46-48
	L"L'estensore della canna dell'arma di %s si è rotto!",
	L"No more than %d militia trainers are permitted in this sector.",		// TODO.Translate
  L"Siete sicuri?",

	//49-50
	L"Compressione del tempo",
	L"La tanica della benzina del veicolo è ora piena.",

	//51-52 Fast help text in mapscreen.
	L"Continua la compressione del tempo (|S|p|a|z|i|o)",
	L"Ferma la compressione del tempo (|E|s|c)",

	//53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" 
	L"%s ha sbloccata il %s",
	L"%s ha sbloccato il %s di %s",

	//55 
	L"Non potete comprimere il tempo mentre visualizzate l'inventario del settore.",

	L"Il CD ddel gioco Jagged Alliance 2 v1.13 non è stato trovato. Il programma verrà terminato.",

	L"Oggetti combinati con successo.",
	
	//58
	//Displayed with the version information when cheats are enabled.
	L"Attuale/Massimo Progresso: %d%%/%d%%",

	//59
	L"Accompagnate John e Mary?",
	
  L"Interruttore attivato.",

  L"%s's armour attachment has been smashed!",
	L"%s fires %d more rounds than intended!",
	L"%s fires one more round than intended!",
};

STR16 gzCWStrings[] = 
{
	L"Call reinforcements to %s from adjacent sectors?",		// TODO.Translate
};

// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
	// Debug info
	L"%s|Location: %d\n",
	L"%s|Brightness: %d / %d\n",
	L"%s|Range to |Target: %d\n",
	L"%s|I|D: %d\n",
	L"%s|Orders: %d\n",
	L"%s|Attitude: %d\n",
	L"%s|Current |A|Ps: %d\n",
	L"%s|Current |Health: %d\n",
	// Full info
	L"%s|Helmet: %s\n",
	L"%s|Vest: %s\n",
	L"%s|Leggings: %s\n",
	// Limited, Basic
	L"|Armor: ",
	L"Helmet ",
	L"Vest ",
	L"Leggings",
	L"worn",
	L"no Armor",
	L"%s|N|V|G: %s\n",
	L"no NVG",
	L"%s|Gas |Mask: %s\n",
	L"no Gas Mask",
	L"%s|Head |Position |1: %s\n",
	L"%s|Head |Position |2: %s\n",
	L"\n(in Backpack) ",
	L"%s|Weapon: %s ",
	L"no Weapon",
	L"Handgun",
	L"SMG",
	L"Rifle",
	L"MG",
	L"Shotgun",
	L"Knife",
	L"Heavy Weapon",
	L"no Helmet",
	L"no Vest",
	L"no Leggings",
	L"|Armor: %s\n", 
	 // Added - SANDRO
	L"%s|Skill 1: %s\n",
	L"%s|Skill 2: %s\n", 
	L"%s|Skill 3: %s\n",
};

STR16 New113Message[] =
{
	L"Storm started.",
	L"Storm ended.",
	L"Rain started.",
	L"Rain ended.",
	L"Watch out for snipers...",
	L"Suppression fire!",	
	L"BRST",
	L"AUTO",
	L"GL",
	L"GL BRST",
	L"GL AUTO",
	L"Sniper!",
	L"Unable to split money due to having an item on your cursor.",
	L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.",
	L"Articolo cancellato",
	L"Ha cancellato tutti gli articoli di questo tipo",
	L"Articolo venduto",
	L"Ha venduto tutti gli articoli di questo tipo",
	L"You should check your goggles",
	// Real Time Mode messages
	L"In combat already",
	L"No enemies in sight",
	L"Real-time sneaking OFF",
	L"Real-time sneaking ON",
	//L"Enemy spotted! (Ctrl + x to enter turn based)",
	L"Enemy spotted!", // this should be enough - SANDRO
	//////////////////////////////////////////////////////////////////////////////////////
	// These added by SANDRO
	L"%s was successful on stealing!",
	L"%s had not enough action points to steal all selected items.",
	L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)",
	L"Do you want to make surgery on %s? (You can heal about %i Health.)",
	L"Do you wish to make necessary surgeries first? (%i patient(s))",
	L"Do you wish to make the surgery on this patient first?",
	L"Apply first aid automatically with necessary surgeries or without them?",
	L"Surgery on %s finished.",
	L"%s is hit in the chest and loses a point of maximum health!",
	L"%s is hit in the chest and loses %d points of maximum health!",
	L"%s has regained one point of lost %s",
	L"%s has regained %d points of lost %s",
	L"Your scouting skills prevented you to be ambushed by the enemy!",
	L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!",
	L"%s is hit to groin and falls down in pain!",
	//////////////////////////////////////////////////////////////////////////////////////
	L"Warning: enemy corpse found!!!",
	L"%s [%d rnds]\n%s %1.1f %s",

};

// TODO.Translate
STR16 New113HAMMessage[] = 
{
	// 0 - 5
	L"%s cowers in fear!",
	L"%s is pinned down!",
	L"%s fires more rounds than intended!",
	L"You cannot train militia in this sector.",
	L"Militia picks up %s.",
	L"Cannot train militia with enemies present!", 
	// 6 - 10
	L"%s lacks sufficient Leadership score to train militia.",
	L"No more than %d Mobile Militia trainers are permitted in this sector.",
	L"No room in %s or around it for new Mobile Militia!",
	L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.",
	L"Can't staff a facility while enemies are present!",
	// 11 - 15
	L"%s lacks sufficient Wisdom to staff this facility.",
	L"The %s is already fully-staffed.",
	L"It will cost $%d per hour to staff this facility. Do you wish to continue?",
	L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.",
	L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.",
	// 16 - 20
	L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!",
	L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.",
	L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?",
	L"N/A in this sector",
	L"Daily Expenses",
	// 21 - 25
	L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.",
};

// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
// INFO: Do not replace the ± characters. They indicate the <B2> (-> Newline) from the edt files
STR16	New113MERCMercMailTexts[] =
{
	// Gaston: Text from Line 39 in Email.edt
	L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ",
	// Stogie: Text from Line 43 in Email.edt
	L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ", 
	// Tex: Text from Line 45 in Email.edt
	L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ",
	// Biggens: Text from Line 49 in Email.edt
	L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ",
};

// TODO.Translate
// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back
STR16	New113AIMMercMailTexts[] =
{
	// Monk: Text from Line 58
	L"FW from AIM Server: Message from Victor Kolesnikov",
	L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ±",

	// Brain: Text from Line 60
	L"FW from AIM Server: Message from Janno Allik",
	L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ±",

	// Scream: Text from Line 62
	L"FW from AIM Server: Message from Lennart Vilde",
	L"Lennart Vilde now available! ±",

	// Henning: Text from Line 64
	L"FW from AIM Server: Message from Henning von Branitz",
	L"Have received your message, thanks. To discuss employment, contact me  at the AIM Website. ± ± Till then! ± ± Henning von Branitz ±",

	// Luc: Text from Line 66
	L"FW from AIM Server: Message from Luc Fabre",
	L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you. ±",

	// Laura: Text from Line 68
	L"FW from AIM Server: Message from Dr. Laura Colin",
	L"Greetings! Good of you to leave a message  It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ±",

	// Grace: Text from Line 70
	L"FW from AIM Server: Message from Graziella Girelli",
	L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ±",

	// Rudolf: Text from Line 72
	L"FW from AIM Server: Message from Rudolf Steiger",
	L"Do you know how many calls I get every day? Every tosser thinks he can call me.  ± ± But I'm back, if you have something of interest for me. ±",

	// WANNE: Generic mail, for additional merc made by modders, index >= 178
	L"FW from AIM Server: Message about merc availability",
	L"I got your message. Waiting for your call. ±",
};

// WANNE: These are the missing skills from the impass.edt file
// INFO: Do not replace the ± characters. They indicate the <B2> (-> Newline) from the edt files
STR16 MissingIMPSkillsDescriptions[] =
{
	// Sniper
	L"Sniper: Occhi di un hawk, potete sparare le ale da un mosca ad cento yarde! ± ",
	// Camouflage
	L"Camuffamento: Oltre voi persino i cespugli sembrano sintetici! ± ",	
	// SANDRO - new strings for new traits added
	// Ranger
	L"Ranger: You are the one from Texas deserts, aren't you! ± ",	
	// Gunslinger
	L"Gunslinger: With a handgun or two, you can be as lethal as the Billy Kid! ± ",
	// Squadleader
	L"Squadleader: Natural leader and boss, you are the big shot no kidding! ± ",
	// Technician
	L"Technician: Fixing stuff, removing traps, planting bombs, that's your bussiness! ± ",
	// Doctor
	L"Doctor: You can make a quick surgery with pocket-knife and chewing gum anywhere! ± ",
	// Athletics
	L"Athletics: Your speed and vitality is on top of possibilities! ± ",
	// Bodybuilding
	L"Bodybuilding: That big muscular figure which cannot be overlooked is you actually! ± ",
	// Demolitions
	L"Demolitions: You can blow up a whole city just by common home stuff! ± ",
	// Scouting
	L"Scouting: Nothing can escape your notice! ± ",
};

STR16 NewInvMessage[] = 
{
	L"Non può il fagotto della raccolta attualmente",
	L"Nessun posto per mettere fagotto",
	L"Fagotto non trovato",
	L"La chiusura lampo funziona soltanto nel combattimento",
	L"Non può muoversi mentre la chiusura lampo del fagotto attiva",
	L"Siete sicuri voi desiderate vendere tutti gli articoli del settore?",
	L"Siete sicuri voi desiderate cancellare tutti gli articoli del settore?",
	L"Non può arrampicarsi mentre portano uno zaino",
};

// WANNE - MP: Multiplayer messages
STR16 MPServerMessage[] =
{
	// 0
	L"Initiating RakNet server...",
	L"Server started, waiting for connections...",
	L"You must now connect with your client to the server by pressing '2'.",
	L"Server is already running.",
	L"Server failed to start. Terminating.",
	// 5
	L"%d/%d clients are ready for realtime-mode.",
	L"Server disconnected and shutdown.",
	L"Server is not running.",
	L"Clients are still loading, please wait...",
	L"You cannot change dropzone after the server has started.",
	// 10
	L"Sent file '%S' - 100/100",
	L"Finished sending files to '%S'.",
	L"Started sending files to '%S'.",
};

STR16 MPClientMessage[] =
{
	// 0
	L"Initiating RakNet client...",		
	L"Connecting to IP: %S ...",
	L"Received game settings:",
	L"You are already connected.",
	L"You are already connecting...",
	// 5
	L"Client #%d - '%S' has hired '%s'.",
	L"Client #%d - '%S' has hired another merc.",
	L"You are ready - Total ready = %d/%d.",
	L"You are no longer ready - Total ready = %d/%d.",
	L"Starting battle...",
	// 10
	L"Client #%d - '%S' is ready - Total ready = %d/%d.",
	L"Client #%d - '%S' is no longer ready - Total ready = %d/%d",
	L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.",
	L"Let us the battle begin!",
	L"A client must be running for starting the game.",
	// 15
	L"Game cannot start. No mercs are hired...",
	L"Awaiting 'OK' from server to unlock the laptop...",
	L"Interrupted",
	L"Finish from interrupt",
	L"Mouse Grid Coordinates:",
	// 20
	L"X: %d, Y: %d",
	L"Grid Number: %d",
	L"Server only feature",
	L"Choose server manual override stage:  ('1' - Enable laptop/hiring)  ('2' - Launch/load level)  ('3' - Unlock UI)  ('4' - Finish placement)",	
	L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d",
	// 25
	L"",
	L"New connection: Client #%d - '%S'.",
	L"Team: %d.",//not used any more
	L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')",
	L"Kicked client #%d - '%S'",
	// 30
	L"Start a new turn for the selected client. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
	L"Starting turn for client #%d",
	L"Requesting for realtime...",
	L"Switched back to realtime.",
	L"Error: Something went wrong switching back.",
	// 35
	L"Unlock laptop for hiring? (Are all clients connected?)",
	L"The server has unlocked the laptop. Begin hiring!",
	L"Interruptor.",
	L"You cannot change dropzone if you are only the client and not the server.",
	L"You declined the offer to surrender, because you are in a multiplayer game.",
	// 40
	L"All your mercs are wiped dead!",
	L"Spectator mode enabled.",
	L"You have been defeated!",
	L"Sorry, climbing is disable in MP",
	L"You Hired '%s'",
	// 45
	L"You cant change the map once purchasing has commenced",
	L"Map changed to '%s'",
	L"Client '%s' disconnected, removing from game",
	L"You were disconnected from the game, returning to the Main Menu",
	L"Connection failed, Retrying in 5 seconds, %i retries left...",
	//50
	L"Connection failed, giving up...",
	L"You cannot start the game until another player has connected",
	L"%s : %s",
	L"Send to All",
	L"Allies only",
	// 55
	L"Cannot join game. This game has already started.",
	L"%s (team): %s",
	L"#%i - '%s'",
	L"%S - 100/100",
	L"%S - %i/100",
	// 60
	L"Received all files from server.",
	L"'%S' finished downloading from server.",
	L"'%S' started downloading from server.",
	L"Cannot start the game until all clients have finished receiving files",
	L"This server requires that you download modified files to play, do you wish to continue?",
	// 65
	L"Press 'Ready' to enter tactical screen.",
	L"Cannot connect because your version %S is different from the server version %S.",
	L"You killed an enemy soldier.",
	L"Cannot start the game, because all teams are the same.",
	L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.",
	// 70		// TODO.Translate
	L"Could not save received file '%S'",
	L"%s's bomb was disarmed by &s",
	L"You loose, what a shame",	// All over red rover
	L"Spectator mode disabled",
	L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
	// 75
	L"Team #%d is wiped out.",
	L"Client failed to start. Terminating.",
	L"Client disconnected and shutdown.",
	L"Client is not running.",
	L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!",	// TODO.Translate
};

STR16 gszMPEdgesText[] =
{
	L"N",
	L"S",
	L"E",
	L"W",
	L"C",	// "C"enter
};

STR16 gszMPTeamNames[] =
{
	L"Foxtrot",
	L"Bravo",
	L"Delta",
	L"Charlie",
	L"N/A",		// Acronym of Not Applicable
};

STR16 gszMPMapscreenText[] =
{
	L"Game Type: ",
	L"Players: ",
	L"Mercs each: ",
	L"You cannot change starting edge once Laptop is unlocked.",
	L"You cannot change teams once the Laptop is unlocked.",
	L"Random Mercs: ",
	L"Y",
	L"Difficulty:",
	L"Server Version:",
};

STR16 gzMPSScreenText[] =
{
	L"Scoreboard",
	L"Continue",
	L"Cancel",
	L"Player",
	L"Kills",
	L"Deaths",
	L"Queen's Army",
	L"Hits",
	L"Misses",
	L"Accuracy",
	L"Damage Dealt",
	L"Damage Taken",
	L"Please wait for the server to press 'Continue'."
};

STR16 gzMPCScreenText[] =
{
	L"Cancel",
	L"Connecting to Server",
	L"Getting Server Settings",
	L"Downloading custom files",
	L"Press 'ESC' to cancel or 'Y' to chat",
	L"Press 'ESC' to cancel",
	L"Ready"
};

STR16 gzMPChatToggleText[] =
{
	L"Send to All",
	L"Send to Allies only",
};

STR16 gzMPChatboxText[] =
{
	L"Multiplayer Chat",
	L"'ENTER' to send, 'ESC' to cancel",
};

// Following strings added - SANDRO
STR16 pSkillTraitBeginIMPStrings[] =
{
	// For old traits
	L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.",
	L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.",
	// For new major/minor traits
	L"Next stage is about choosing your skill traits according to your proffessional specialization as a mercenary. On first page you can select up to two potential major traits, which mostly represent your main role in a team. While on second page is list of possible minor traits, which represent personal feats.",
	L"No more then three choices altogeher are possible. Which means if you choose no major traits, you can then choose three minor traits. If you choose both major traits (or one enhanced), you can then choose only one minor trait...",
};
STR16 sgAttributeSelectionText[] = 
{
	L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above",
	L"I.M.P. Attributes and skills review.",
	L"Bonus Pts.:",
	L"Starting Level",
	// New strings for new traits
	L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.",
	L"The rest are called 'skills' and unlike attributes skills can be set to zero meaning you have absolutely no proficieny in it.",
	L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.",
};

STR16 pCharacterTraitBeginIMPStrings[] =
{
	L"I.M.P. Character Analysis",
	L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of attitudes to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ",
	L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.",
};

STR16 gzIMPAttitudesText[]=
{
	L"Normal",
	L"Friendly",
	L"Loner",
	L"Optimist",
	L"Pessimist",
	L"Aggressive",
	L"Arrogant",
	L"Big Shot",
	L"Asshole",
	L"Coward",
	L"I.M.P. Attitudes",
};

STR16 gzIMPCharacterTraitText[]=
{
	L"Normal",
	L"Sociable",
	L"Loner",
	L"Optimist",
	L"Assertive",
	L"Intellectual",
	L"Primitive",
	L"Aggressive",
	L"Phlegmatic",
	L"Dauntless",
	L"Pacifist",
	L"Malicious",
	L"Show-off",
	L"I.M.P. Character Traits",
};

STR16 gzIMPColorChoosingText[] = 
{
	L"I.M.P. Colors and Body Type",
	L"I.M.P. Colors",
	L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.",
	L"Please select the respective colors of your skin, hair and clothing.",
	L"Toggle this to use alternative rifle holding.",
	L"\n(Caution: you will need a big strength for this.)",
};

STR16 sColorChoiceExplanationTexts[]=
{
	L"Hair Color",
	L"Skin Color",
	L"Shirt Color",
	L"Pants Color",
	L"Normal Body",
	L"Big Body",
};

STR16 gzIMPDisabilityTraitText[]=
{
	L"No Disability",
	L"Heat Intolerant",
	L"Nervous",
	L"Claustrophobic",
	L"Nonswimmer",
	L"Fear of Insects",
	L"Forgetful",
	L"Psychotic",
	L"I.M.P. Disabilities",
};

// TODO.Translate
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{
	L"%s lacks sufficient Strength to perform this task.",
	L"%s lacks sufficient Dexterity to perform this task.",
	L"%s lacks sufficient Agility to perform this task.",
	L"%s is not Healthy enough to perform this task.",
	L"%s lacks sufficient Wisdom to perform this task.",
	L"%s lacks sufficient Marksmanship to perform this task.",
	// 6 - 10
	L"%s lacks sufficient Medical Skill to perform this task.",
	L"%s lacks sufficient Mechanical Skill to perform this task.",
	L"%s lacks sufficient Leadership to perform this task.",
	L"%s lacks sufficient Explosives Skill to perform this task.",
	L"%s lacks sufficient Experience to perform this task.",
	// 11 - 15
	L"%s lacks sufficient Morale to perform this task.",
	L"%s is too exhausted to perform this task.",
	L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.",
	L"Too many people are already working at the %s.",
	L"Too many people are already performing this task at the %s.",
	// 16 - 20
	L"%s can find no items to repair.",
	L"%s has lost some %s while working in sector %s!",
	L"%s has lost some %s while working at the %s in %s!",
	L"%s was injured while working in sector %s, and requires immediate medical attention!",
	L"%s was injured while working at the %s in %s, and requires immediate medical attention!",
	// 21 - 25
	L"%s was injured while working in sector %s. It doesn't seem too bad though.",
	L"%s was injured while working at the %s in %s. It doesn't seem too bad though.",
	L"The residents of %s seem upset about %s's presence.",
	L"The residents of %s seem upset about %s's work at the %s.",
	L"%s's actions in sector %s have caused loyalty loss throughout the region!",
	// 26 - 30
	L"%s's actions at the %s in %s have caused loyalty loss throughout the region!",
	L"%s is drunk.", // <--- This is a log message string.
	L"%s has become severely ill in sector %s, and has been taken off duty.",
	L"%s has become severely ill and cannot continue his work at the %s in %s.",
	L"%s was injured in sector %s.", // <--- This is a log message string.
	// 31 - 35
	L"%s was severely injured in sector %s.", //<--- This is a log message string.


};

// TODO.Translate
STR16 gzFacilityRiskResultStrings[]=
{
	L"Strength",
	L"Agility",
	L"Dexterity",
	L"Wisdom",
	L"Health",
	L"Marksmanship",
	// 5-10
	L"Leadership",
	L"Mechanical skill",
	L"Medical skill",
	L"Explosives skill",
};

// TODO.Translate
STR16 gzFacilityAssignmentStrings[]=
{
	L"AMBIENT",
	L"Staff",
	L"Rest",
	L"Repair Items",
	L"Repair %s", // Vehicle name inserted here
	L"Repair Robot",
	// 6-10
	L"Doctor",
	L"Patient",
	L"Practice Strength",
	L"Practice Dexterity",
	L"Practice Agility",
	L"Practice Health",
	// 11-15
	L"Practice Marksmanship",
	L"Practice Medical",
	L"Practice Mechanical",
	L"Practice Leadership",
	L"Practice Explosives",
	// 16-20
	L"Student Strength",
	L"Student Dexterity",
	L"Student Agility",
	L"Student Health",
	L"Student Marksmanship",
	// 21-25
	L"Student Medical",
	L"Student Mechanical",
	L"Student Leadership",
	L"Student Explosives",
	L"Trainer Strength",
	// 26-30
	L"Trainer Dexterity",
	L"Trainer Agility",
	L"Trainer Health",
	L"Trainer Marksmanship",
	L"Trainer Medical",
	// 30-35
	L"Trainer Mechanical",
	L"Trainer Leadership",
	L"Trainer Explosives",
};

STR16 Additional113Text[]=
{
	L"Jagged Alliance 2 v1.13 modalità finestra richiede una profondità di colore di 16bpp o meno.",

	// TODO.Translate
	// WANNE: Savegame slots validation against INI file
	L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)",
	L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", 
	L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", 
	L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", 
	L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", 
	L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)",
};

// SANDRO - Taunts (here for now, xml for future, I hope)
STR16 sEnemyTauntsFireGun[]=
{
	L"Suck this!",
	L"Touch this!",
	L"Come get some!",
	L"You're mine!",
	L"Die!",
	L"You scared, motherfucker?",
	L"This will hurt!",
	L"Come on you bastard!",
	L"Come on! I don't got all day!",
	L"Come to daddy!",
	L"You'll be six feet under in no time!",
	L"Will send ya home in a pinebox, loser!",
	L"Hey, wanna play?",
	L"You should have stayed home, bitch.",
	L"Sucker!",
};

STR16 sEnemyTauntsFireLauncher[]=
{

	L"We have a barbecue here.",
	L"I got a present for ya.",
	L"Bam!",
	L"Smile!",
};

STR16 sEnemyTauntsThrow[]=
{
	L"Catch!",
	L"Here ya go!",
	L"Pop goes the weasel.",
	L"This one's for you.",
	L"Muhehe.",
	L"Catch this, swine!",
	L"I like this.",
};

STR16 sEnemyTauntsChargeKnife[]=
{
	L"I'll get your scalp.",
	L"Come to papa.",
	L"Show me your guts!",
	L"I'll rip you to pieces!",
	L"Motherfucker!",
};

STR16 sEnemyTauntsRunAway[]=
{
	L"We're in some real shit...",
	L"They said join the army. Not for this shit!",
	L"I have enough.",
	L"Oh my God.",
	L"They ain't paying us enough for this.",
	L"It's just too much for me.",
	L"I'll bring some friends.",

};

STR16 sEnemyTauntsSeekNoise[]=
{
	L"I heard that!",
	L"Who's there?",
	L"What was that?",
	L"Hey! What the...",

};

STR16 sEnemyTauntsAlert[]=
{
	L"They are here!",
	L"Now the fun can start.",
	L"I hoped this will never happen.",

};

STR16 sEnemyTauntsGotHit[]=
{
	L"Ouch!",
	L"Ugh!",
	L"This.. hurts!",
	L"You fuck!",
	L"You will regret.. uhh.. this.",
	L"What the..!",
	L"Now you have.. pissed me off.",

};

//////////////////////////////////////////////////////
// HEADROCK HAM 4: Begin new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzItemDescTabButtonText[] =
{
	L"Description",
	L"General",
	L"Advanced",
};

STR16 gzItemDescTabButtonShortText[] =
{
	L"Desc",
	L"Gen",
	L"Adv",
};

STR16 gzItemDescGenHeaders[] =
{
	L"Primary",
	L"Secondary",
	L"AP Costs",
	L"Burst / Autofire",
};

STR16 gzItemDescGenIndexes[] =
{
	L"Prop.",
	L"0",
	L"+/-",
	L"=",
};

STR16 gzUDBButtonTooltipText[]=
{
	L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.",
	L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.",
	L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.",
};

STR16 gzUDBHeaderTooltipText[]=
{
	L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).",
	L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.",
	L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.",
	L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.",
};

STR16 gzUDBGenIndexTooltipText[]=
{
	L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.",
	L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.",
	L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.",
	L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.",
};

STR16 gzUDBAdvIndexTooltipText[]=
{
	L"Property icon (mouse-over to reveal name).",
	L"Bonus/penalty given while |s|t|a|n|d|i|n|g.",
	L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.",
	L"Bonus/penalty given while |p|r|o|n|e.",
	L"Bonus/penalty given",
};

STR16 szUDBGenWeaponsStatsTooltipText[]=
{
	L"|A|c|c|u|r|a|c|y",
	L"|D|a|m|a|g|e",
	L"|R|a|n|g|e",
	L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s",
	L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
	L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
	L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h",
	L"|L|o|u|d|n|e|s|s",
	L"|R|e|l|i|a|b|i|l|i|t|y",
	L"|R|e|p|a|i|r |E|a|s|e",
	L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s",
	L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
	L"", // (12)
	L"|A|P|s |t|o |R|e|a|d|y",
	L"|A|P|s |t|o |A|t|t|a|c|k",
	L"|A|P|s |t|o |B|u|r|s|t",
	L"|A|P|s |t|o |A|u|t|o|f|i|r|e",
	L"|A|P|s |t|o |R|e|l|o|a|d",
	L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r",
	L"|L|a|t|e|r|a|l |R|e|c|o|i|l",
	L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l",
	L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s",
};

STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
{
	L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.",
	L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.",
	L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.",
	L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.",
	L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.",
	L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.",
	L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
	L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
	L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
	L"\n \nDetermines how difficult it is to repair this weapon.\n \nHigher is better.",
	L"\n \nThe minimum range at which a scope can provide it's aimBonus.",
	L"\n \nTo hit modifier granted by laser sights.",
	L"", // (12)
	L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
	L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.",
	L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.",
	L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.",
	L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.",
	L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.",
	L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.",
	L"\n \nThe distance this weapon's muzzle will shift\nvertically between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting upwards.\nNegative numbers indicate shifting downwards.\n \nCloser to 0 is better.",
	L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
};

STR16 szUDBGenArmorStatsTooltipText[]=
{
	L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e",
	L"|C|o|v|e|r|a|g|e",
	L"|D|e|g|r|a|d|e |R|a|t|e",
};

STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
{
	L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
	L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
	L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
};

STR16 szUDBGenAmmoStatsTooltipText[]=
{
	L"|A|r|m|o|r |P|i|e|r|c|i|n|g",
	L"|B|u|l|l|e|t |T|u|m|b|l|e",
	L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
};

STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
{
	L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen above 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen below 1.0, the bullet increases the\nprotection value of the armor instead.\n \nHigher is better.",
	L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
	L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
};

STR16 szUDBGenExplosiveStatsTooltipText[]=
{
	L"|D|a|m|a|g|e",
	L"|S|t|u|n |D|a|m|a|g|e",
	L"|B|l|a|s|t |R|a|d|i|u|s",
	L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s",
	L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s",
	L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s",
	L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s",
	L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s",
	L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s",
	L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s",
	L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s",
	L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s",
	L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s",
	L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s",
	L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s",
	L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n",
	L"|L|o|u|d|n|e|s|s",
	L"|V|o|l|a|t|i|l|i|t|y",
};

STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
{
	L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.",
	L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.",
	L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.",
	L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.",
	L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nLower is better.",
	L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
	L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
	L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.",
	L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.",
	L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.",
	L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
	L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
	L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.",
	L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
	L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.",
	L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.",
	L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
	L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
};

STR16 szUDBGenSecondaryStatsTooltipText[]=
{
	L"|T|r|a|c|e|r |A|m|m|o",
	L"|A|n|t|i|-|T|a|n|k |A|m|m|o",
	L"|I|g|n|o|r|e|s |A|r|m|o|r",
	L"|A|c|i|d|i|c |A|m|m|o",
	L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o",
	L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s",
	L"|W|a|t|e|r|p|r|o|o|f",
	L"|E|l|e|c|t|r|o|n|i|c",
	L"|G|a|s |M|a|s|k",
	L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s",
	L"|C|a|n |P|i|c|k |L|o|c|k|s",
	L"|C|a|n |C|u|t |W|i|r|e|s",
	L"|C|a|n |S|m|a|s|h |L|o|c|k|s",
	L"|M|e|t|a|l |D|e|t|e|c|t|o|r",
	L"|R|e|m|o|t|e |T|r|i|g|g|e|r",
	L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r",
	L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r",
	L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e",
	L"|T|o|o|l |K|i|t",
	L"|T|h|e|r|m|a|l |O|p|t|i|c|s",
	L"|X|-|R|a|y |D|e|v|i|c|e",
	L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r",
	L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l",
	L"|F|i|r|s|t |A|i|d |K|i|t",
	L"|M|e|d|i|c|a|l |K|i|t",
	L"|L|o|c|k |B|o|m|b",
};

STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
{
	L"\n \nThis ammo creates a tracer effect when firedin\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.",
	L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.",
	L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!",
	L"\n \nWhen this ammo strikes the armor on a target,\n \nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!",
	L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.",
	L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.",
	L"\n \nThis item is imprevious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.",
	L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.",
	L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gasses are corrosive, and might eat\nright through the mask...",
	L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.",
	L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks.",
	L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!",
	L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools.",
	L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.",
	L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.",
	L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!",
	L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!",
	L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...",
	L"\n \nThis item contains various tools that can\nbe used to repair other items.\n \nA toolkit item is always required when setting\na character to repair duty.",
	L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.",
	L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!",
	L"\n \nThis item contains fresh drinking water.\nUse when thirsty.",
	L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.",
	L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
	L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
	L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
};

STR16 szUDBAdvStatsTooltipText[]=
{
	L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r",
	L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r",
	L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r",
	L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r",
	L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r",
	L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r",
	L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r",
	L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r",
	L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r",
	L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
	L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r",
	L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r",
	L"|R|a|n|g|e |M|o|d|i|f|i|e|r",
	L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
	L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
	L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r",
	L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r",
	L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r",
	L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r",
	L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r",
	L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r",
	L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r",
	L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r",
	L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r",
	L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r",
	L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r",
	L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r",
	L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r",
	L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h",
	L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r",
	L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r",
	L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r",
	L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e",
	L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e",
	L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e",
	L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e",
	L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r",
	L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r",
	L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
	L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
	L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
	L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
	L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
	L"|T|u|n|n|e|l |V|i|s|i|o|n",
	L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e",
	L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y",
	L"|T|o|-|H|i|t |B|o|n|u|s",
	L"|A|i|m |B|o|n|u|s",
};

// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
STR16 szUDBAdvStatsExplanationsTooltipText[]=
{
	L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.",
	L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.",
	L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.",
	L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.",
	L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.",
	L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.",
	L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.",
	L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.",
	L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.",
	L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.",
	L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.",
	L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
	L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
	L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.",
	L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.",
	L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.",
	L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.",
	L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.",
	L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.",
	L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...",
	L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.",
	L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.",
	L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.",
	L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.",
	L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.",
	L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.",
	L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",
	L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.",
};

STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
{
	L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.",
	L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.",
	L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.",
	L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.",
	L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.",
	L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.",
	L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.",
	L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.",
	L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.",
	L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.",
	L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.",
	L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.",
	L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.",
	L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.",
	L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.",
	L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
	L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
	L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.",
	L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.",
	L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.",
	L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.",
	L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.",
	L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.",
	L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.",
	L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.",
	L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.",
	L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.",
	L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.",
	L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.",
	L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.",
	L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.",
	L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.",
	L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.",
	L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.",
	L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.",
	L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.",
	L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",
	L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.",
};

// HEADROCK HAM 4: Text for the new CTH indicator.
STR16 gzNCTHlabels[]=
{
	L"SINGLE",
	L"AP",
};
//////////////////////////////////////////////////////
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////

STR16	gzNewLaptopMessages[]=
{
	L"Ask about our special offer!",
	L"Temporarily Unavailable",
	L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};

STR16	zNewTacticalMessages[]=
{
	//L"Range to target: %d tiles, Brightness: %d/%d",
	L"Attaching the transmitter to your laptop computer.",
	L"You cannot afford to hire %s",
	L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
	L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing.  Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
	L"Fee",
	L"There is someone else in the sector...",
	//L"Gun Range: %d tiles, Chance to hit: %d percent",
	L"Display Cover",
	L"Line of Sight",
	L"New Recruits cannot arrive there.",
	L"Since your laptop has no transmitter, you won't be able to hire new team members.  Perhaps this would be a good time to load a saved game or start over!",
	L"%s hears the sound of crumpling metal coming from underneath Jerry's body.  It sounds disturbingly like your laptop antenna being crushed.",  //the %s is the name of a merc.  @@@  Modified
	L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity.  The note contains the coordinates for launching missiles against different towns in Tracona.  It also gives the coodinates of the origin - the missile facility.",
	L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility.  %s needs to find an escape route.  The elevator appears to offer the fastest solution...",
	L"This is an IRON MAN game and you cannot save when enemies are around.",	//	@@@  new text
	L"(Cannot save during combat)", //@@@@ new text
	L"The current campaign name is greater than 30 characters.",							// @@@ new text
	L"The current campaign cannot be found.",																	// @@@ new text
	L"Campaign: Default ( %S )",																							// @@@ new text
	L"Campaign: %S",																													// @@@ new text
	L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?",			// @@@ new text
	L"In order to use the editor, please select a campaign other than the default.",		///@@new
};
#endif //ITALIAN
